Compare commits
36 Commits
v0.4
...
45f9a5b494
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1
.gitignore
vendored
@@ -3,3 +3,4 @@
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desktop.ini
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thumbs.db
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bin/*
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config.txt
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@@ -1,4 +1,3 @@
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frames_per_row=6
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frame_width=16
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frame_height=16
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@@ -1,4 +1,3 @@
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frames_per_row=6
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frame_width=16
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frame_height=16
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@@ -1,4 +1,3 @@
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frames_per_row=6
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frame_width=16
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frame_height=16
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9
data/actors/enemies/manzana.ani
Normal file
@@ -0,0 +1,9 @@
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frame_width=16
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frame_height=16
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[animation]
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name=default
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speed=8
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loop=0
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frames=0,1,2,3,4,5,6,7,8,9,10,11
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[/animation]
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BIN
data/actors/enemies/manzana.png
Normal file
|
After Width: | Height: | Size: 992 B |
@@ -1,4 +1,3 @@
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frames_per_row=6
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frame_width=16
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frame_height=16
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@@ -1,4 +1,3 @@
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frames_per_row=8
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frame_width=16
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frame_height=16
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@@ -1,4 +1,3 @@
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frames_per_row=1
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frame_width=16
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frame_height=8
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8
data/config/config.txt
Normal file
@@ -0,0 +1,8 @@
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fullScreenMode=0
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windowSize=2
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filter=FILTER_NEAREST
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vSync=true
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integerScale=true
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keepAspect=true
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borderEnabled=false
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borderSize=0.100000
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@@ -3,192 +3,192 @@
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# box height
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# 126 ~
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BIN
data/font/smb2.png
Normal file
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After Width: | Height: | Size: 1.3 KiB |
194
data/font/smb2.txt
Normal file
@@ -0,0 +1,194 @@
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# box width
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8
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# box height
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# 32 espacio ( )
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frames_per_row=4
|
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frame_width=320
|
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frame_height=240
|
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||||
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@@ -1,14 +1,14 @@
|
||||
[path]
|
||||
tileset=walking_eye.png
|
||||
animation=walking_eye.ani
|
||||
tileset=manzana.png
|
||||
animation=manzana.ani
|
||||
width=16
|
||||
height=16
|
||||
x=22
|
||||
y=20
|
||||
y=25
|
||||
vx=0.4
|
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vy=0
|
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x1=22
|
||||
y1=20
|
||||
x1=15
|
||||
y1=25
|
||||
x2=27
|
||||
y2=20
|
||||
y2=25
|
||||
[/path]
|
||||
@@ -1,11 +1,12 @@
|
||||
tileset_img=surface.png
|
||||
enemy_file=01.ene
|
||||
bgColor1=234,171,159
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
bgScroll=true
|
||||
|
||||
room_up=0
|
||||
room_down=0
|
||||
room_left=0
|
||||
room_left=04.map
|
||||
room_right=02.map
|
||||
|
||||
[tilemap]
|
||||
@@ -14,61 +15,31 @@ room_right=02.map
|
||||
|
||||
[actors]
|
||||
|
||||
[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=9
|
||||
y=11
|
||||
vx=0.3
|
||||
vy=0
|
||||
x1=9
|
||||
y1=11
|
||||
x2=15
|
||||
y2=11
|
||||
[/moving platform]
|
||||
|
||||
[moving platform]
|
||||
tileset=moving_platform.png
|
||||
animation=moving_platform.ani
|
||||
width=16
|
||||
height=8
|
||||
x=20
|
||||
y=14
|
||||
vx=0
|
||||
vy=0.3
|
||||
x1=20
|
||||
y1=14
|
||||
x2=20
|
||||
y2=21
|
||||
[/moving platform]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=1
|
||||
y=10
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=24
|
||||
y=10
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=25
|
||||
x=14
|
||||
y=12
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
||||
width=16
|
||||
height=16
|
||||
x=19
|
||||
y=18
|
||||
[/diamond]
|
||||
|
||||
[diamond]
|
||||
tileset=diamond.png
|
||||
animation=diamond.ani
|
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data/map/01.tmx
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y1=12
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x2=9
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y2=20
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[/path]
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[path]
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[/path]
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@@ -1,15 +1,13 @@
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[tilemap]
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@@ -17,76 +15,4 @@ room_right=0
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121
data/map/02.tmx
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13
data/map/04.map
Normal file
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107
data/map/04.tmx
Normal file
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12
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72
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12
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12
data/map/10.map
Normal file
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Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 34 KiB |
1798
data/map/surface.tsx
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BIN
data/map/tile_class.png
Normal file
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After Width: | Height: | Size: 105 B |
4
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Normal file
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14
data/map_old/01.ene
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74
data/map_old/01.map
Normal file
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tileset_img=surface.png
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34
data/map_old/01.tmx
Normal file
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</data>
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</layer>
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</map>
|
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14
data/map_old/02.ene
Normal file
@@ -0,0 +1,14 @@
|
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[path]
|
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tileset=flying_eye.png
|
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animation=flying_eye.ani
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width=16
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x=9
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vx=0
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vy=0.3
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x1=9
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y1=12
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x2=9
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y2=20
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[/path]
|
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89
data/map_old/02.map
Normal file
@@ -0,0 +1,89 @@
|
||||
tileset_img=surface.png
|
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enemy_file=02.ene
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bgColor1=0,171,159
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bgColor2=144,225,231
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room_up=0
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room_down=03.map
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room_left=01.map
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room_right=05.map
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[tilemap]
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02.tmx
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[/tilemap]
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[actors]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=5
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y=13
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=8
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y=7
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=12
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y=11
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=16
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y=17
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=18
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y=15
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=20
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y=13
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=27
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y=9
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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x=33
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y=14
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[/diamond]
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[/actors]
|
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34
data/map_old/02.tmx
Normal file
@@ -0,0 +1,34 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="surface.tsx"/>
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44
data/map_old/03.ene
Normal file
@@ -0,0 +1,44 @@
|
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[path]
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tileset=walking_eye.png
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animation=walking_eye.ani
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[path]
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tileset=walking_eye.png
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animation=walking_eye.ani
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[path]
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tileset=walking_eye.png
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animation=walking_eye.ani
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44
data/map_old/03.map
Normal file
@@ -0,0 +1,44 @@
|
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tileset_img=surface.png
|
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enemy_file=03.ene
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bgColor1=143,86,59
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room_right=06.map
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[tilemap]
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03.tmx
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[actors]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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x=25
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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x=22
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[/diamond]
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[diamond]
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tileset=diamond.png
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animation=diamond.ani
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width=16
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height=16
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[/diamond]
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34
data/map_old/03.tmx
Normal file
@@ -0,0 +1,34 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="surface.tsx"/>
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12
data/map_old/04.map
Normal file
@@ -0,0 +1,12 @@
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[tilemap]
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34
data/map_old/04.tmx
Normal file
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76
data/map_old/05.map
Normal file
@@ -0,0 +1,76 @@
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37
data/map_old/05.tmx
Normal file
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12
data/map_old/06.map
Normal file
@@ -0,0 +1,12 @@
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34
data/map_old/06.tmx
Normal file
@@ -0,0 +1,34 @@
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12
data/map_old/07.map
Normal file
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34
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Normal file
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12
data/map_old/08.map
Normal file
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34
data/map_old/08.tmx
Normal file
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12
data/map_old/09.map
Normal file
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34
data/map_old/09.tmx
Normal file
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
315,315,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,281,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,281,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
315,315,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
315,315,281,282,315,316,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,281,315,316,281,282,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,281,282,
|
||||
315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316,315,316
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
12
data/map_old/10.map
Normal file
@@ -0,0 +1,12 @@
|
||||
tileset_img=surface.png
|
||||
bgColor1=0,171,159
|
||||
bgColor2=144,225,231
|
||||
|
||||
room_up=0
|
||||
room_down=05.map
|
||||
room_left=10.map
|
||||
room_right=08.map
|
||||
|
||||
[tilemap]
|
||||
10.tmx
|
||||
[/tilemap]
|
||||
34
data/map_old/10.tmx
Normal file
@@ -0,0 +1,34 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="40" height="26" tilewidth="8" tileheight="8" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="surface.tsx"/>
|
||||
<layer id="1" name="Capa de patrones 1" width="40" height="26">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,173,174,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,27,28,29,30,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,173,174,0,0,0,0,0,0,0,0,0,61,62,63,64,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,95,96,97,98,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,129,130,131,132,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,139,140,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,173,174,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
BIN
data/map_old/surface.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
1028
data/map_old/surface.tsx
Normal file
76
data/map_old/surface.world
Normal file
@@ -0,0 +1,76 @@
|
||||
{
|
||||
"maps": [
|
||||
{
|
||||
"fileName": "02.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 256,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "01.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": -64,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "03.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 256,
|
||||
"y": 208
|
||||
},
|
||||
{
|
||||
"fileName": "04.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": -384,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "05.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "06.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": 208
|
||||
},
|
||||
{
|
||||
"fileName": "07.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": 0
|
||||
},
|
||||
{
|
||||
"fileName": "08.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 896,
|
||||
"y": -208
|
||||
},
|
||||
{
|
||||
"fileName": "09.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 1216,
|
||||
"y": -208
|
||||
},
|
||||
{
|
||||
"fileName": "10.tmx",
|
||||
"height": 208,
|
||||
"width": 320,
|
||||
"x": 576,
|
||||
"y": -208
|
||||
}
|
||||
],
|
||||
"onlyShowAdjacentMaps": false,
|
||||
"type": "world"
|
||||
}
|
||||
|
Before Width: | Height: | Size: 51 KiB After Width: | Height: | Size: 51 KiB |
35
data/menu/title.men
Normal file
@@ -0,0 +1,35 @@
|
||||
font_png=dogica.png
|
||||
font_txt=dogica.txt
|
||||
|
||||
sound_cancel=sound_menu_cancel.wav
|
||||
sound_accept=sound_menu_select.wav
|
||||
sound_move=sound_menu_move.wav
|
||||
|
||||
name=TITLE
|
||||
x=0
|
||||
y=150
|
||||
backgroundType=0
|
||||
backgroundColor=48,48,64,192
|
||||
|
||||
areElementsCenteredOnX=true
|
||||
isCenteredOnX=true
|
||||
centerX=160
|
||||
|
||||
selector_color=229,28,35,0
|
||||
selector_text_color=255,180,0
|
||||
|
||||
defaultActionWhenCancel=2
|
||||
|
||||
[item]
|
||||
text=START
|
||||
hPaddingDown=2
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
text=OPTIONS
|
||||
hPaddingDown=5
|
||||
[/item]
|
||||
|
||||
[item]
|
||||
text=EXIT
|
||||
[/item]
|
||||
@@ -1,4 +1,3 @@
|
||||
frames_per_row=8
|
||||
frame_width=16
|
||||
frame_height=24
|
||||
|
||||
@@ -13,19 +12,19 @@ frames=0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,2,1,0,0,1,2,3,4,5,4,5,5,5,6,6,7
|
||||
name=walk
|
||||
speed=4
|
||||
loop=0
|
||||
frames=8,9,10,10,9,8,11,12,13,13,14,15
|
||||
frames=14,15,16,17,18,19,20,21,22,23,24
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=jump
|
||||
speed=10
|
||||
speed=4
|
||||
loop=-1
|
||||
frames=16,17,18,17,16
|
||||
frames=28,29,30,31,32,33,34,35,36,37,38,39,40,41
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=death
|
||||
speed=10
|
||||
loop=-1
|
||||
frames=24,25,26,27,28,29,30,31
|
||||
frames=42,43,44,45,46,47,48,49,50,51,52,52,52,52,52,52,52,52
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 10 KiB |
@@ -15,8 +15,7 @@ Actor::Actor(actor_t actor)
|
||||
renderer = actor.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get(actor.tileset), renderer);
|
||||
texture = new LTexture(renderer, asset->get(actor.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(actor.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "const.h"
|
||||
|
||||
#include "animatedsprite.h"
|
||||
|
||||
// Constructor
|
||||
@@ -29,61 +29,72 @@ AnimatedSprite::~AnimatedSprite()
|
||||
int AnimatedSprite::getIndex(std::string name)
|
||||
{
|
||||
int index = -1;
|
||||
for (int i = 0; i < animation.size(); i++)
|
||||
|
||||
for (auto a : animation)
|
||||
{
|
||||
if (animation[i].name == name)
|
||||
index++;
|
||||
if (a.name == name)
|
||||
{
|
||||
index = i;
|
||||
return index;
|
||||
}
|
||||
}
|
||||
|
||||
if (index == -1)
|
||||
{
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
index = 0;
|
||||
}
|
||||
return index;
|
||||
printf("** Warning: could not find \"%s\" animation\n", name.c_str());
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Calcula el frame correspondiente a la animación
|
||||
void AnimatedSprite::animate()
|
||||
{
|
||||
if (enabled)
|
||||
if (!enabled || animation[currentAnimation].speed == 0)
|
||||
{
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
|
||||
return;
|
||||
}
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
else
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
// Calcula el frame actual a partir del contador
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].counter / animation[currentAnimation].speed;
|
||||
|
||||
// Si alcanza el final de la animación, reinicia el contador de la animación
|
||||
// en función de la variable loop y coloca el nuevo frame
|
||||
if (animation[currentAnimation].currentFrame >= (int)animation[currentAnimation].frames.size())
|
||||
{
|
||||
if (animation[currentAnimation].loop == -1)
|
||||
{ // Si no hay loop, deja el último frame
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].frames.size();
|
||||
animation[currentAnimation].completed = true;
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation[currentAnimation].counter++;
|
||||
{ // Si hay loop, vuelve al frame indicado
|
||||
animation[currentAnimation].counter = 0;
|
||||
animation[currentAnimation].currentFrame = animation[currentAnimation].loop;
|
||||
}
|
||||
}
|
||||
// En caso contrario
|
||||
else
|
||||
{
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
|
||||
// Incrementa el contador de la animacion
|
||||
animation[currentAnimation].counter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void AnimatedSprite::setCurrentFrame(std::string name, int num)
|
||||
void AnimatedSprite::setCurrentFrame(int num)
|
||||
{
|
||||
animation[getIndex(name)].currentFrame = num;
|
||||
// Descarta valores fuera de rango
|
||||
if (num >= (int)animation[currentAnimation].frames.size())
|
||||
{
|
||||
num = 0;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
animation[currentAnimation].counter = animation[currentAnimation].speed * num;
|
||||
|
||||
// Escoge el frame correspondiente de la animación
|
||||
setSpriteClip(animation[currentAnimation].frames[animation[currentAnimation].currentFrame]);
|
||||
}
|
||||
|
||||
// Establece el valor del contador
|
||||
@@ -143,7 +154,7 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
|
||||
// Si la linea contiene el texto [animation] se realiza el proceso de carga de una animación
|
||||
if (line == "[animation]")
|
||||
{
|
||||
t_animation buffer;
|
||||
@@ -159,7 +170,7 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "name")
|
||||
{
|
||||
@@ -195,7 +206,7 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
}
|
||||
} while (line != "[/animation]");
|
||||
|
||||
// Añade el enemigo al vector de enemigos
|
||||
// Añade la animación al vector de animaciones
|
||||
animation.push_back(buffer);
|
||||
}
|
||||
|
||||
@@ -206,20 +217,29 @@ bool AnimatedSprite::load(std::string filePath)
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (pos != line.npos)
|
||||
if (pos != (int)line.npos)
|
||||
{
|
||||
if (line.substr(0, pos) == "frames_per_row")
|
||||
{
|
||||
frames_per_row = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frame_width")
|
||||
{
|
||||
frame_width = std::stoi(line.substr(pos + 1, line.length()));
|
||||
|
||||
// Normaliza valores
|
||||
if (frames_per_row == 0)
|
||||
{
|
||||
frames_per_row = texture->getWidth() / frame_width;
|
||||
}
|
||||
}
|
||||
|
||||
else if (line.substr(0, pos) == "frame_height")
|
||||
{
|
||||
frame_height = std::stoi(line.substr(pos + 1, line.length()));
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
|
||||
@@ -38,7 +38,7 @@ public:
|
||||
void animate();
|
||||
|
||||
// Establece el frame actual de la animación
|
||||
void setCurrentFrame(std::string name, int num);
|
||||
void setCurrentFrame(int num);
|
||||
|
||||
// Establece el valor del contador
|
||||
void setAnimationCounter(std::string name, int num);
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
// Constructor
|
||||
Asset::Asset(std::string path)
|
||||
{
|
||||
mExecutablePath = path;
|
||||
executablePath = path;
|
||||
longest_name = 0;
|
||||
}
|
||||
|
||||
@@ -16,10 +16,10 @@ Asset::~Asset()
|
||||
void Asset::add(std::string file, enum assetType type, bool required)
|
||||
{
|
||||
item_t temp;
|
||||
temp.file = mExecutablePath + "/.." + file;
|
||||
temp.file = executablePath + "/.." + file;
|
||||
temp.type = type;
|
||||
temp.required = required;
|
||||
mFileList.push_back(temp);
|
||||
fileList.push_back(temp);
|
||||
|
||||
const std::string filename = file.substr(file.find_last_of("\\/") + 1);
|
||||
longest_name = SDL_max(longest_name, filename.size());
|
||||
@@ -28,9 +28,13 @@ void Asset::add(std::string file, enum assetType type, bool required)
|
||||
// Devuelve el fichero de un elemento de la lista a partir de una cadena
|
||||
std::string Asset::get(std::string text)
|
||||
{
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if (mFileList[i].file.find(text) != std::string::npos)
|
||||
return mFileList[i].file;
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if (f.file.find(text) != std::string::npos)
|
||||
{
|
||||
return f.file;
|
||||
}
|
||||
}
|
||||
|
||||
printf("Warning: file %s not found\n", text.c_str());
|
||||
return "";
|
||||
@@ -44,31 +48,43 @@ bool Asset::check()
|
||||
printf("\n** Checking files.\n");
|
||||
|
||||
// Comprueba la lista de ficheros clasificandolos por tipo
|
||||
for (int type = 0; type < maxAssetType; type++)
|
||||
for (int type = 0; type < maxAssetType; ++type)
|
||||
{
|
||||
// Comprueba si hay ficheros de ese tipo
|
||||
bool any = false;
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if ((f.required) && (f.type == type))
|
||||
{
|
||||
any = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Si hay ficheros de ese tipo, comprueba si existen
|
||||
if (any)
|
||||
{
|
||||
printf("\n>> %s FILES\n", getTypeName(type).c_str());
|
||||
|
||||
for (int i = 0; i < mFileList.size(); i++)
|
||||
if ((mFileList[i].required) && (mFileList[i].type == type))
|
||||
success &= checkFile(mFileList[i].file);
|
||||
for (auto f : fileList)
|
||||
{
|
||||
if ((f.required) && (f.type == type))
|
||||
{
|
||||
success &= checkFile(f.file);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Resultado
|
||||
if (success)
|
||||
{
|
||||
printf("\n** All files OK.\n\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("\n** A file is missing. Exiting.\n\n");
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
@@ -83,7 +99,7 @@ bool Asset::checkFile(std::string path)
|
||||
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
|
||||
SDL_RWops *file = SDL_RWFromFile(path.c_str(), "r+b");
|
||||
|
||||
if (file != NULL)
|
||||
if (file != nullptr)
|
||||
{
|
||||
result = "OK";
|
||||
success = true;
|
||||
@@ -104,30 +120,39 @@ std::string Asset::getTypeName(int type)
|
||||
case bitmap:
|
||||
return "BITMAP";
|
||||
break;
|
||||
|
||||
case music:
|
||||
return "MUSIC";
|
||||
break;
|
||||
|
||||
case sound:
|
||||
return "SOUND";
|
||||
break;
|
||||
|
||||
case font:
|
||||
return "FONT";
|
||||
break;
|
||||
|
||||
case lang:
|
||||
return "LANG";
|
||||
break;
|
||||
|
||||
case data:
|
||||
return "DATA";
|
||||
break;
|
||||
|
||||
case room:
|
||||
return "ROOM";
|
||||
break;
|
||||
|
||||
case enemy:
|
||||
return "ENEMY";
|
||||
break;
|
||||
|
||||
case item:
|
||||
return "ITEM";
|
||||
break;
|
||||
|
||||
default:
|
||||
return "ERROR";
|
||||
break;
|
||||
|
||||
@@ -35,8 +35,8 @@ private:
|
||||
|
||||
int longest_name; // Contiene la longitud del nombre de fichero mas largo
|
||||
|
||||
std::vector<item_t> mFileList;
|
||||
std::string mExecutablePath;
|
||||
std::vector<item_t> fileList;
|
||||
std::string executablePath;
|
||||
|
||||
// Comprueba que existe un fichero
|
||||
bool checkFile(std::string path);
|
||||
|
||||
@@ -1,18 +1,75 @@
|
||||
#pragma once
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
#ifndef CONST_H
|
||||
#define CONST_H
|
||||
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 16
|
||||
#define HALF_BLOCK 8
|
||||
// Textos
|
||||
#define WINDOW_CAPTION "Volcano"
|
||||
#define TEXT_COPYRIGHT "2016,2022 JAILDESIGNER & JAILBROTHER"
|
||||
#define VERSION "0.6"
|
||||
|
||||
// Tamaño de la pantalla real
|
||||
#define SCREEN_WIDTH 320
|
||||
#define SCREEN_HEIGHT 240
|
||||
// Tamaño de bloque
|
||||
#define BLOCK 8
|
||||
#define HALF_BLOCK 4
|
||||
|
||||
// Tamaño de la pantalla virtual
|
||||
#define GAMECANVAS_WIDTH 320
|
||||
#define GAMECANVAS_HEIGHT 240
|
||||
|
||||
// Zona de juego
|
||||
const int PLAY_AREA_X = (0 * BLOCK);
|
||||
const int PLAY_AREA_Y = (0 * BLOCK);
|
||||
const int PLAY_AREA_TOP = (0 * BLOCK);
|
||||
const int PLAY_AREA_BOTTOM = (30 * BLOCK);
|
||||
const int PLAY_AREA_LEFT = (0 * BLOCK);
|
||||
const int PLAY_AREA_RIGHT = (40 * BLOCK);
|
||||
const int PLAY_AREA_WIDTH = PLAY_AREA_RIGHT - PLAY_AREA_LEFT;
|
||||
const int PLAY_AREA_HEIGHT = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
const int PLAY_AREA_CENTER_X = PLAY_AREA_LEFT + (PLAY_AREA_WIDTH / 2);
|
||||
const int PLAY_AREA_CENTER_FIRST_QUARTER_X = (PLAY_AREA_WIDTH / 4);
|
||||
const int PLAY_AREA_CENTER_THIRD_QUARTER_X = (PLAY_AREA_WIDTH / 4) * 3;
|
||||
const int PLAY_AREA_CENTER_Y = PLAY_AREA_TOP + (PLAY_AREA_HEIGHT / 2);
|
||||
const int PLAY_AREA_FIRST_QUARTER_Y = PLAY_AREA_HEIGHT / 4;
|
||||
const int PLAY_AREA_THIRD_QUARTER_Y = (PLAY_AREA_HEIGHT / 4) * 3;
|
||||
|
||||
// Marcador
|
||||
const int SCOREBOARD_X = 0;
|
||||
const int SCOREBOARD_Y = 0;
|
||||
const int SCOREBOARD_TOP = (0 * BLOCK);
|
||||
const int SCOREBOARD_BOTTOM = (4 * BLOCK);
|
||||
const int SCOREBOARD_LEFT = (0 * BLOCK);
|
||||
const int SCOREBOARD_RIGHT = (40 * BLOCK);
|
||||
const int SCOREBOARD_WIDTH = SCOREBOARD_RIGHT - SCOREBOARD_LEFT;
|
||||
const int SCOREBOARD_HEIGHT = SCOREBOARD_BOTTOM - SCOREBOARD_TOP;
|
||||
|
||||
// Anclajes de pantalla
|
||||
const int GAMECANVAS_CENTER_X = GAMECANVAS_WIDTH / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_X = GAMECANVAS_WIDTH / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_X = (GAMECANVAS_WIDTH / 4) * 3;
|
||||
const int GAMECANVAS_CENTER_Y = GAMECANVAS_HEIGHT / 2;
|
||||
const int GAMECANVAS_FIRST_QUARTER_Y = GAMECANVAS_HEIGHT / 4;
|
||||
const int GAMECANVAS_THIRD_QUARTER_Y = (GAMECANVAS_HEIGHT / 4) * 3;
|
||||
|
||||
// Secciones del programa
|
||||
#define SECTION_PROG_LOGO 0
|
||||
#define SECTION_PROG_INTRO 1
|
||||
#define SECTION_PROG_TITLE 2
|
||||
#define SECTION_PROG_CREDITS 3
|
||||
#define SECTION_PROG_GAME 4
|
||||
#define SECTION_PROG_QUIT 5
|
||||
|
||||
// Subsecciones
|
||||
#define SUBSECTION_GAME_PLAY 0
|
||||
#define SUBSECTION_GAME_PAUSE 1
|
||||
#define SUBSECTION_GAME_GAMEOVER 2
|
||||
#define SUBSECTION_TITLE_1 3
|
||||
#define SUBSECTION_TITLE_2 4
|
||||
#define SUBSECTION_TITLE_3 5
|
||||
#define SUBSECTION_TITLE_INSTRUCTIONS 6
|
||||
|
||||
// Colores
|
||||
const color_t borderColor = {0x27, 0x27, 0x36};
|
||||
|
||||
#endif
|
||||
104
source/debug.cpp
Normal file
@@ -0,0 +1,104 @@
|
||||
#include "debug.h"
|
||||
|
||||
// Constructor
|
||||
Debug::Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
{
|
||||
// Copia la dirección de los objetos
|
||||
this->renderer = renderer;
|
||||
this->screen = screen;
|
||||
this->asset = asset;
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
text = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
|
||||
// Inicializa variables
|
||||
x = 0;
|
||||
y = 0;
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Debug::~Debug()
|
||||
{
|
||||
delete text;
|
||||
}
|
||||
|
||||
// Actualiza las variables
|
||||
void Debug::update()
|
||||
{
|
||||
}
|
||||
|
||||
// Dibuja en pantalla
|
||||
void Debug::render()
|
||||
{
|
||||
int y = this->y;
|
||||
int w = 0;
|
||||
|
||||
for (auto s : slot)
|
||||
{
|
||||
text->write(x, y, s);
|
||||
w = (std::max(w, (int)s.length()));
|
||||
y += text->getCharacterSize() + 1;
|
||||
if (y > 192 - text->getCharacterSize())
|
||||
{
|
||||
y = this->y;
|
||||
x += w * text->getCharacterSize() + 2;
|
||||
}
|
||||
}
|
||||
|
||||
y = 0;
|
||||
for (auto l : log)
|
||||
{
|
||||
text->writeColored(x + 10, y, l, {255, 255, 255});
|
||||
y += text->getCharacterSize() + 1;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void Debug::setPos(SDL_Point p)
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
}
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void Debug::add(std::string text)
|
||||
{
|
||||
slot.push_back(text);
|
||||
}
|
||||
|
||||
// Borra la información de debug
|
||||
void Debug::clear()
|
||||
{
|
||||
slot.clear();
|
||||
}
|
||||
|
||||
// Añade un texto para mostrar en el apartado log
|
||||
void Debug::addToLog(std::string text)
|
||||
{
|
||||
log.push_back(text);
|
||||
}
|
||||
|
||||
// Borra la información de debug del apartado log
|
||||
void Debug::clearLog()
|
||||
{
|
||||
log.clear();
|
||||
}
|
||||
|
||||
// Establece el valor de la variable
|
||||
void Debug::setEnabled(bool value)
|
||||
{
|
||||
enabled = value;
|
||||
}
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool Debug::getEnabled()
|
||||
{
|
||||
return enabled;
|
||||
}
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void Debug::switchEnabled()
|
||||
{
|
||||
enabled = !enabled;
|
||||
}
|
||||
67
source/debug.h
Normal file
@@ -0,0 +1,67 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include "const.h"
|
||||
#include "utils.h"
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "text.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#ifndef DEBUG_H
|
||||
#define DEBUG_H
|
||||
|
||||
// Clase Debug
|
||||
class Debug
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Asset *asset; // Objeto con los ficheros de recursos
|
||||
Text *text; // Objeto encargado de escribir texto en pantalla
|
||||
std::vector<std::string> slot; // Vector con los textos a escribir
|
||||
std::vector<std::string> log; // Vector con los textos a escribir
|
||||
int x; // Posicion donde escribir el texto de debug
|
||||
int y; // Posición donde escribir el texto de debug
|
||||
bool enabled; // Indica si esta activo el modo debug
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Debug(SDL_Renderer *renderer, Screen *screen, Asset *asset);
|
||||
|
||||
// Destructor
|
||||
~Debug();
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
// Dibuja en pantalla
|
||||
void render();
|
||||
|
||||
// Establece la posición donde se colocará la información de debug
|
||||
void setPos(SDL_Point p);
|
||||
|
||||
// Añade un texto para mostrar
|
||||
void add(std::string text);
|
||||
|
||||
// Borra la información de debug
|
||||
void clear();
|
||||
|
||||
// Añade un texto para mostrar en el apartado log
|
||||
void addToLog(std::string text);
|
||||
|
||||
// Borra la información de debug del apartado log
|
||||
void clearLog();
|
||||
|
||||
// Establece el valor de la variable
|
||||
void setEnabled(bool value);
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
bool getEnabled();
|
||||
|
||||
// Cambia el valor de la variable
|
||||
void switchEnabled();
|
||||
};
|
||||
|
||||
#endif
|
||||
@@ -15,8 +15,7 @@ Enemy::Enemy(enemy_t enemy)
|
||||
renderer = enemy.renderer;
|
||||
|
||||
// Crea objetos
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get(enemy.tileset), renderer);
|
||||
texture = new LTexture(renderer, asset->get(enemy.tileset));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get(enemy.animation));
|
||||
|
||||
// Obten el resto de valores
|
||||
@@ -24,10 +23,9 @@ Enemy::Enemy(enemy_t enemy)
|
||||
sprite->setPosY(enemy.y);
|
||||
sprite->setWidth(enemy.w);
|
||||
sprite->setHeight(enemy.h);
|
||||
|
||||
|
||||
sprite->setVelX(enemy.vx);
|
||||
sprite->setVelY(enemy.vy);
|
||||
sprite->setCurrentAnimation();
|
||||
sprite->setFlip(enemy.vx > 0 ? SDL_FLIP_NONE : SDL_FLIP_HORIZONTAL);
|
||||
|
||||
collider = getRect();
|
||||
|
||||
@@ -114,57 +114,84 @@ bool EnemyEngine::setEnemy(enemy_t *enemy, SDL_Point *p1, SDL_Point *p2, std::st
|
||||
{
|
||||
enemy->tileset = value;
|
||||
}
|
||||
|
||||
else if (var == "animation")
|
||||
{
|
||||
enemy->animation = value;
|
||||
}
|
||||
|
||||
else if (var == "width")
|
||||
{
|
||||
enemy->w = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "height")
|
||||
{
|
||||
enemy->h = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "x")
|
||||
{
|
||||
enemy->x = std::stof(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y")
|
||||
{
|
||||
enemy->y = std::stof(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "vx")
|
||||
{
|
||||
enemy->vx = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "vy")
|
||||
{
|
||||
enemy->vy = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "x1")
|
||||
{
|
||||
p1->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "x2")
|
||||
{
|
||||
p2->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y1")
|
||||
{
|
||||
p1->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y2")
|
||||
{
|
||||
p2->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "[/path]")
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Comprueba las colisiones con los enemigos
|
||||
bool EnemyEngine::checkEnemyCollision(SDL_Rect &rect)
|
||||
{
|
||||
for (auto enemy : enemies)
|
||||
{
|
||||
if (checkCollision(rect, enemy->getCollider()))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
@@ -41,6 +41,9 @@ public:
|
||||
|
||||
// Actualiza las variables del objeto
|
||||
void update();
|
||||
|
||||
// Comprueba las colisiones con los enemigos
|
||||
bool checkEnemyCollision(SDL_Rect &rect);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
337
source/game.cpp
@@ -1,24 +1,35 @@
|
||||
#include "game.h"
|
||||
|
||||
// Constructor
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
|
||||
Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug)
|
||||
{
|
||||
// Inicializa algunas variables
|
||||
spawnPoint = {63, 190, 0, 0, s_standing, SDL_FLIP_NONE};
|
||||
currentMap = "01.map";
|
||||
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->asset = asset;
|
||||
this->screen = screen;
|
||||
this->input = input;
|
||||
this->debug = debug;
|
||||
// this->debug->setEnabled(true);
|
||||
|
||||
// Reserva memoria para los objetos
|
||||
scoreboard = new ScoreBoard(renderer, asset, input, &board);
|
||||
eventHandler = new SDL_Event();
|
||||
itemTracker = new ItemTracker();
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(renderer, asset, input, map);
|
||||
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
// enemyEngine->setEnemies(asset->get(map->getEnemyFile()));
|
||||
debugText = new Text(asset->get("debug.png"), asset->get("debug.txt"), renderer);
|
||||
music = JA_LoadMusic(asset->get("music_surface.ogg").c_str());
|
||||
|
||||
// Crea la textura para dibujar los sprites
|
||||
spriteLayer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (spriteLayer == nullptr)
|
||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
SDL_SetTextureBlendMode(spriteLayer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
// Inicializa variables
|
||||
ticks = 0;
|
||||
ticksSpeed = 15;
|
||||
@@ -26,29 +37,33 @@ Game::Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input)
|
||||
section.name = SECTION_PROG_GAME;
|
||||
section.subsection = SUBSECTION_GAME_PLAY;
|
||||
|
||||
musicEnabled = true;
|
||||
debug = false;
|
||||
musicEnabled = !debug;
|
||||
musicEnabled = !debug->getEnabled();
|
||||
|
||||
board.diamonds = 0;
|
||||
board.lives = 5;
|
||||
}
|
||||
|
||||
// Destructor
|
||||
Game::~Game()
|
||||
{
|
||||
SDL_DestroyTexture(spriteLayer);
|
||||
|
||||
delete scoreboard;
|
||||
delete eventHandler;
|
||||
delete itemTracker;
|
||||
delete map;
|
||||
delete player;
|
||||
delete enemyEngine;
|
||||
delete debugText;
|
||||
JA_DeleteMusic(music);
|
||||
}
|
||||
|
||||
// Bucle para el juego
|
||||
section_t Game::run()
|
||||
{
|
||||
if (musicEnabled)
|
||||
JA_PlayMusic(music);
|
||||
if (!musicEnabled)
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
JA_PauseMusic();
|
||||
}
|
||||
|
||||
while (section.name == SECTION_PROG_GAME)
|
||||
@@ -75,77 +90,167 @@ void Game::update()
|
||||
// Actualiza el contador de ticks
|
||||
ticks = SDL_GetTicks();
|
||||
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Comprueba los eventos de la cola
|
||||
checkEventHandler();
|
||||
|
||||
player->update();
|
||||
checkScreenBorders();
|
||||
enemyEngine->update();
|
||||
// Actualiza los objetos
|
||||
debug->clear();
|
||||
scoreboard->update();
|
||||
map->update();
|
||||
checkInput();
|
||||
enemyEngine->update();
|
||||
player->update();
|
||||
|
||||
checkPlayerEnemyCollisions();
|
||||
checkIfPlayerIsAlive();
|
||||
checkScreenBorders();
|
||||
|
||||
updateDebugInfo();
|
||||
}
|
||||
}
|
||||
|
||||
// Pinta los objetos en pantalla
|
||||
void Game::render()
|
||||
{
|
||||
// Rellena las texturas
|
||||
fillSpriteTexture();
|
||||
scoreboard->fillTexture();
|
||||
|
||||
// Prepara para dibujar el frame
|
||||
screen->start();
|
||||
screen->clean();
|
||||
|
||||
// Dibuja los objetos
|
||||
map->render();
|
||||
enemyEngine->render();
|
||||
player->render();
|
||||
// Dibuja la capa BG
|
||||
map->renderLayerBG();
|
||||
|
||||
// Dibuja la capa 0
|
||||
map->renderLayer0();
|
||||
|
||||
// Dibuja la capa 1
|
||||
map->renderLayer1();
|
||||
|
||||
// Dibuja la capa de sprites
|
||||
renderSprites();
|
||||
|
||||
// Dibuja el marcador
|
||||
scoreboard->render();
|
||||
|
||||
// Dibuja la información de debug
|
||||
renderDebugInfo();
|
||||
|
||||
// Actualiza la pantalla
|
||||
screen->blit();
|
||||
}
|
||||
|
||||
// Comprueba la entrada
|
||||
void Game::checkInput()
|
||||
// Dibuja los sprites en la textura
|
||||
void Game::fillSpriteTexture()
|
||||
{
|
||||
if (input->checkInput(INPUT_BUTTON_2, REPEAT_FALSE))
|
||||
{
|
||||
debug = !debug;
|
||||
musicEnabled = !debug;
|
||||
if (musicEnabled)
|
||||
{
|
||||
JA_PlayMusic(music);
|
||||
}
|
||||
else
|
||||
{
|
||||
JA_StopMusic();
|
||||
}
|
||||
}
|
||||
// Cambia el puntero del renderizador a la textura y la limpia
|
||||
SDL_SetRenderTarget(renderer, spriteLayer);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
if (input->checkInput(INPUT_BUTTON_3, REPEAT_FALSE))
|
||||
{
|
||||
delete map;
|
||||
map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
delete player;
|
||||
player = new Player(renderer, asset, input, map);
|
||||
}
|
||||
// Dibuja los sprites en la textura
|
||||
map->renderActors();
|
||||
enemyEngine->render();
|
||||
player->render();
|
||||
|
||||
if (input->checkInput(INPUT_BUTTON_ESCAPE, REPEAT_FALSE))
|
||||
// Vuelve a colocar el renderizador apuntando a la pantalla
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja los sprites
|
||||
void Game::renderSprites()
|
||||
{
|
||||
// Copia la textura al renderizador
|
||||
SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, spriteLayer, NULL, &rect);
|
||||
}
|
||||
|
||||
// Comprueba los eventos de la cola
|
||||
void Game::checkEventHandler()
|
||||
{
|
||||
// Comprueba los eventos que hay en la cola
|
||||
while (SDL_PollEvent(eventHandler) != 0)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
// Evento de salida de la aplicación
|
||||
if (eventHandler->type == SDL_QUIT)
|
||||
{
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
}
|
||||
else if ((eventHandler->type == SDL_KEYDOWN) and (eventHandler->key.repeat == 0))
|
||||
{
|
||||
switch (eventHandler->key.keysym.scancode)
|
||||
{
|
||||
case SDL_SCANCODE_ESCAPE:
|
||||
section.name = SECTION_PROG_QUIT;
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_D:
|
||||
debug->switchEnabled();
|
||||
musicEnabled = !debug->getEnabled();
|
||||
musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_M:
|
||||
musicEnabled = !musicEnabled;
|
||||
musicEnabled ? JA_ResumeMusic() : JA_PauseMusic();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_R:
|
||||
delete map;
|
||||
map = new Map(asset->get(currentMap), renderer, asset, itemTracker);
|
||||
|
||||
delete player;
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
|
||||
delete enemyEngine;
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F:
|
||||
screen->switchVideoMode();
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F1:
|
||||
screen->setWindowSize(1);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F2:
|
||||
screen->setWindowSize(2);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F3:
|
||||
screen->setWindowSize(3);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
case SDL_SCANCODE_F4:
|
||||
screen->setWindowSize(4);
|
||||
reLoadTextures();
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Muestra información de depuración
|
||||
// Pasa la información de debug
|
||||
void Game::updateDebugInfo()
|
||||
{
|
||||
debug->add("R - Reload player and map");
|
||||
debug->add("D - Toggle debug mode");
|
||||
}
|
||||
|
||||
// Pone la información de debug en pantalla
|
||||
void Game::renderDebugInfo()
|
||||
{
|
||||
if (!debug)
|
||||
if (!debug->getEnabled())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -161,59 +266,19 @@ void Game::renderDebugInfo()
|
||||
SDL_RenderDrawLine(renderer, i, 0, i, 240);
|
||||
}
|
||||
|
||||
// Pinta el texto
|
||||
int line = 0;
|
||||
std::string text = "";
|
||||
|
||||
text = "R - Reload player and map";
|
||||
debugText->write(1, 210, text, -1);
|
||||
|
||||
text = "D - Toggle debug mode";
|
||||
debugText->write(1, 216, text, -1);
|
||||
|
||||
text = std::to_string((int)player->sprite->getPosX()) + "," + std::to_string((int)player->sprite->getPosY()) + "," + std::to_string((int)player->sprite->getWidth()) + "," + std::to_string((int)player->sprite->getHeight());
|
||||
debugText->write(0, line, text, -1);
|
||||
|
||||
text = "VY " + std::to_string(player->vy) + " " + std::to_string(player->jumpStrenght);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "VX " + std::to_string(player->vx);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "jump_pressed " + std::to_string(player->jumpPressed);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "isOnFloor " + std::to_string(player->isOnFloor());
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
const std::string foot_x = std::to_string(player->underFeet[0].x);
|
||||
const std::string foot_y = std::to_string(player->underFeet[0].y);
|
||||
const std::string gettile = std::to_string(player->map->getTile(player->underFeet[0]));
|
||||
text = "getTile(" + foot_x + "," + foot_y + ") = " + gettile;
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "state " + std::to_string(player->state);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = map->getRoomFileName(b_top) + " " + map->getRoomFileName(b_right) + " " + map->getRoomFileName(b_bottom) + " " + map->getRoomFileName(b_left);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "hookedOn = " + std::to_string(player->hookedOnMovingPlatform);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
text = "DIAMONDS = " + std::to_string(player->diamonds);
|
||||
debugText->write(0, line += 6, text, -1);
|
||||
|
||||
// Pinta mascaras
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 128);
|
||||
SDL_Rect rect = player->sprite->getRect();
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 192);
|
||||
SDL_Rect rect = player->getRect();
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
// Pinta el texto
|
||||
debug->setPos({1, 1});
|
||||
debug->render();
|
||||
}
|
||||
|
||||
// Cambia el mapa
|
||||
bool Game::changeMap(std::string file)
|
||||
{
|
||||
bool success = false;
|
||||
// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
|
||||
if (file != "0")
|
||||
{ // Verifica que exista el fichero que se va a cargar
|
||||
@@ -227,11 +292,14 @@ bool Game::changeMap(std::string file)
|
||||
delete enemyEngine;
|
||||
enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
|
||||
success = true;
|
||||
// Actualiza el valor de la variable
|
||||
currentMap = file;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return success;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
|
||||
@@ -239,10 +307,71 @@ void Game::checkScreenBorders()
|
||||
{
|
||||
if (player->isOnScreenBorder())
|
||||
{
|
||||
if (changeMap(map->getRoomFileName(player->getBorder())))
|
||||
const std::string room_name = map->getRoomFileName(player->getBorder());
|
||||
if (changeMap(room_name))
|
||||
{
|
||||
player->setMap(map);
|
||||
player->switchBorders();
|
||||
spawnPoint = player->getSpawnParams();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Recarga las texturas
|
||||
void Game::reLoadTextures()
|
||||
{
|
||||
map->reLoadTextures();
|
||||
player->reLoadTextures();
|
||||
scoreboard->reLoadTexture();
|
||||
}
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool Game::checkPlayerEnemyCollisions()
|
||||
{
|
||||
if (player->getLivingState() != l_alive)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (enemyEngine->checkEnemyCollision(player->getCollider()))
|
||||
{
|
||||
player->setLivingState(l_dying);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Comprueba si el jugador esta vivo
|
||||
void Game::checkIfPlayerIsAlive()
|
||||
{
|
||||
if (player->getLivingState() == l_dead)
|
||||
{
|
||||
killPlayer();
|
||||
}
|
||||
}
|
||||
|
||||
// Mata al jugador
|
||||
void Game::killPlayer()
|
||||
{
|
||||
// if (player->getInvincible())
|
||||
//{
|
||||
// return;
|
||||
// }
|
||||
|
||||
board.lives--;
|
||||
|
||||
// Destruye el mapa, el jugador y los enemigos
|
||||
// delete map;
|
||||
delete player;
|
||||
// delete enemyEngine;
|
||||
|
||||
// Sonido
|
||||
// JA_PlaySound(deathSound);
|
||||
|
||||
// setBlackScreen();
|
||||
|
||||
// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
|
||||
// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
|
||||
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
|
||||
// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
|
||||
}
|
||||
@@ -10,6 +10,8 @@
|
||||
#include "item_tracker.h"
|
||||
#include "enemy_engine.h"
|
||||
#include "text.h"
|
||||
#include "scoreboard.h"
|
||||
#include "debug.h"
|
||||
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
@@ -17,22 +19,26 @@
|
||||
class Game
|
||||
{
|
||||
private:
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
JA_Music music; // Contiene la musica que se reproduce durante el juego
|
||||
Text *debugText; // Objeto para escribir texto con información de debug
|
||||
Map *map; // Objeto encargado de gestionar el mapeado del juego
|
||||
Player *player; // Objeto para gestionar el jugador
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
Asset *asset; // Objeto encargado de gestionar los ficheros de recursos
|
||||
Screen *screen; // Objeto encargado de dibujar en pantalla
|
||||
Input *input; // Objeto Input para gestionar las entradas
|
||||
SDL_Event *eventHandler; // Manejador de eventos
|
||||
JA_Music music; // Contiene la musica que se reproduce durante el juego
|
||||
Map *map; // Objeto encargado de gestionar el mapeado del juego
|
||||
Player *player; // Objeto para gestionar el jugador
|
||||
ItemTracker *itemTracker; // Objeto para gestionar los items recogidos
|
||||
EnemyEngine *enemyEngine; // Objeto encargado de gestionar los enemigos
|
||||
section_t section; // Seccion actual dentro del programa
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
bool debug; // Indica si esta activo el modo de depuración
|
||||
bool musicEnabled; // Indica si la musica puede sonar o no
|
||||
EnemyEngine *enemyEngine; // Objeto encargado de gestionar los enemigos
|
||||
ScoreBoard *scoreboard; // Objeto encargado de gestionar el marcador
|
||||
board_t board; // Estructura con los datos del marcador
|
||||
Debug *debug; // Objeto para gestionar la información de debug
|
||||
SDL_Texture *spriteLayer; // Textura para dibujar los sprites
|
||||
section_t section; // Seccion actual dentro del programa
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
bool musicEnabled; // Indica si la musica puede sonar o no
|
||||
std::string currentMap; // Fichero del mapa actual
|
||||
player_t spawnPoint; // Lugar de la mapa donde aparece el jugador
|
||||
|
||||
// Actualiza el juego, las variables, comprueba la entrada, etc.
|
||||
void update();
|
||||
@@ -40,8 +46,17 @@ private:
|
||||
// Pinta los objetos en pantalla
|
||||
void render();
|
||||
|
||||
// Comprueba la entrada
|
||||
void checkInput();
|
||||
// Dibuja los sprites en la textura
|
||||
void fillSpriteTexture();
|
||||
|
||||
// Copia la textura de sprites a la pantalla
|
||||
void renderSprites();
|
||||
|
||||
// Comprueba los eventos de la cola
|
||||
void checkEventHandler();
|
||||
|
||||
// Pone la información de debug en pantalla
|
||||
void updateDebugInfo();
|
||||
|
||||
// Muestra información de depuración
|
||||
void renderDebugInfo();
|
||||
@@ -52,9 +67,21 @@ private:
|
||||
// Comprueba si el jugador está en el borde y se ha de cambiar el mapa
|
||||
void checkScreenBorders();
|
||||
|
||||
// Recarga las texturas
|
||||
void reLoadTextures();
|
||||
|
||||
// Comprueba las colisiones del jugador con los enemigos
|
||||
bool checkPlayerEnemyCollisions();
|
||||
|
||||
// Comprueba si el jugador esta vivo
|
||||
void checkIfPlayerIsAlive();
|
||||
|
||||
// Mata al jugador
|
||||
void killPlayer();
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input);
|
||||
Game(SDL_Renderer *renderer, Screen *screen, Asset *asset, Input *input, Debug *debug);
|
||||
|
||||
// Destructor
|
||||
~Game();
|
||||
|
||||
@@ -8,7 +8,7 @@ Input::Input(std::string file)
|
||||
dbPath = file;
|
||||
|
||||
// Inicializa las variables
|
||||
for (int i = 0; i < 17; i++)
|
||||
for (int i = 0; i < 17; ++i)
|
||||
{
|
||||
keyBindings[i].scancode = 0;
|
||||
keyBindings[i].active = false;
|
||||
@@ -23,7 +23,7 @@ Input::Input(std::string file)
|
||||
// Destructor
|
||||
Input::~Input()
|
||||
{
|
||||
for (int i = 0; i < numGamepads; i++)
|
||||
for (int i = 0; i < numGamepads; ++i)
|
||||
connectedControllers[i] = nullptr;
|
||||
}
|
||||
|
||||
@@ -130,6 +130,43 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
|
||||
return (successKeyboard || successGameController);
|
||||
}
|
||||
|
||||
// Comprueba si hay almenos un input activo
|
||||
bool Input::checkAnyInput(int device, int index)
|
||||
{
|
||||
bool successKeyboard = false;
|
||||
bool successGameController = false;
|
||||
|
||||
if (device == INPUT_USE_ANY)
|
||||
index = 0;
|
||||
|
||||
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
|
||||
{
|
||||
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
|
||||
|
||||
for (int i = 0; i < 17; ++i)
|
||||
{
|
||||
if (mKeystates[keyBindings[i].scancode] != 0)
|
||||
{
|
||||
successKeyboard |= true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (gameControllerFound())
|
||||
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
|
||||
{
|
||||
for (int i = 0; i < 17; ++i)
|
||||
{
|
||||
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
|
||||
{
|
||||
successGameController |= true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (successKeyboard || successGameController);
|
||||
}
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool Input::discoverGameController()
|
||||
{
|
||||
@@ -145,18 +182,18 @@ bool Input::discoverGameController()
|
||||
numGamepads = 0;
|
||||
|
||||
// Cuenta el numero de mandos
|
||||
for (int i = 0; i < nJoysticks; i++)
|
||||
for (int i = 0; i < nJoysticks; ++i)
|
||||
if (SDL_IsGameController(i))
|
||||
numGamepads++;
|
||||
|
||||
printf("\nChecking for game controllers...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
|
||||
printf("** Checking for game controllers ...\n");
|
||||
printf("%i joysticks found, %i are gamepads\n\n", nJoysticks, numGamepads);
|
||||
|
||||
if (numGamepads > 0)
|
||||
{
|
||||
found = true;
|
||||
|
||||
for (int i = 0; i < numGamepads; i++)
|
||||
for (int i = 0; i < numGamepads; ++i)
|
||||
{
|
||||
// Abre el mando y lo añade a la lista
|
||||
SDL_GameController *pad = SDL_GameControllerOpen(i);
|
||||
@@ -174,7 +211,7 @@ bool Input::discoverGameController()
|
||||
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
||||
}
|
||||
|
||||
//mGameController = connectedControllers[0];
|
||||
// mGameController = connectedControllers[0];
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
|
||||
@@ -51,9 +51,9 @@ private:
|
||||
GameControllerBindings_t gameControllerBindings[17]; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
|
||||
std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
|
||||
int numGamepads; // Numero de mandos conectados
|
||||
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
|
||||
|
||||
// Comprueba si hay un mando conectado
|
||||
bool discoverGameController();
|
||||
@@ -74,6 +74,9 @@ public:
|
||||
// Comprueba si un input esta activo
|
||||
bool checkInput(Uint8 input, bool repeat, int device = INPUT_USE_ANY, int index = 0);
|
||||
|
||||
// Comprueba si hay almenos un input activo
|
||||
bool checkAnyInput(int device = INPUT_USE_ANY, int index = 0);
|
||||
|
||||
// Comprueba si hay algun mando conectado
|
||||
bool gameControllerFound();
|
||||
|
||||
|
||||
@@ -10,8 +10,7 @@ Intro::Intro(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get("intro.png"), renderer);
|
||||
texture = new LTexture(renderer, asset->get("intro.png"));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get("intro.ani"));
|
||||
|
||||
// Inicializa variables
|
||||
|
||||
@@ -22,8 +22,8 @@ private:
|
||||
Asset *asset; // Objeto con los ficheros de recurso
|
||||
AnimatedSprite *sprite; // Sprite para dibujar los graficos de la intro
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
|
||||
// Actualiza las variables
|
||||
void update();
|
||||
|
||||
@@ -57,31 +57,47 @@ void ItemTracker::addItem(std::string name, SDL_Point pos)
|
||||
// Busca una entrada en la lista por nombre
|
||||
int ItemTracker::findByName(std::string name)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list.size(); i++)
|
||||
/*for (int i = 0; i < list.size(); ++i)
|
||||
{
|
||||
if (list[i].name == name)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}*/
|
||||
|
||||
int i = 0;
|
||||
for (auto l : list)
|
||||
{
|
||||
if (l.name == name)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
return c;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Busca una entrada en la lista por posición
|
||||
int ItemTracker::findByPos(int index, SDL_Point pos)
|
||||
{
|
||||
const int c = -1;
|
||||
|
||||
for (int i = 0; i < list[index].pos.size(); i++)
|
||||
/*for (int i = 0; i < list[index].pos.size(); ++i)
|
||||
{
|
||||
if ((list[index].pos[i].x == pos.x) && (list[index].pos[i].y == pos.y))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}*/
|
||||
|
||||
int i = 0;
|
||||
for (auto l : list[index].pos)
|
||||
{
|
||||
if ((l.x == pos.x) && (l.y == pos.y))
|
||||
{
|
||||
return i;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
||||
return c;
|
||||
return -1;
|
||||
}
|
||||
@@ -1,6 +1,7 @@
|
||||
#ifndef __MIPSEL__
|
||||
#include "jail_audio.h"
|
||||
#include "stb_vorbis.c"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#define JA_MAX_SIMULTANEOUS_CHANNELS 5
|
||||
|
||||
@@ -30,16 +31,17 @@ JA_Channel_t channels[JA_MAX_SIMULTANEOUS_CHANNELS];
|
||||
int JA_freq {48000};
|
||||
SDL_AudioFormat JA_format {AUDIO_S16};
|
||||
Uint8 JA_channels {2};
|
||||
int JA_volume = 128;
|
||||
|
||||
void audioCallback(void * userdata, uint8_t * stream, int len) {
|
||||
SDL_memset(stream, 0, len);
|
||||
if (current_music != NULL && current_music->state == JA_MUSIC_PLAYING) {
|
||||
const int size = SDL_min(len, current_music->samples*2-current_music->pos);
|
||||
SDL_memcpy(stream, current_music->output+current_music->pos, size);
|
||||
SDL_MixAudioFormat(stream, (Uint8*)(current_music->output+current_music->pos), AUDIO_S16, size, JA_volume);
|
||||
current_music->pos += size/2;
|
||||
if (size < len) {
|
||||
if (current_music->times != 0) {
|
||||
SDL_memcpy(stream+size, current_music->output, len-size);
|
||||
SDL_MixAudioFormat(stream+size, (Uint8*)current_music->output, AUDIO_S16, len-size, JA_volume);
|
||||
current_music->pos = (len-size)/2;
|
||||
if (current_music->times > 0) current_music->times--;
|
||||
} else {
|
||||
@@ -52,11 +54,11 @@ void audioCallback(void * userdata, uint8_t * stream, int len) {
|
||||
for (int i = 0; i < JA_MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].state == JA_CHANNEL_PLAYING) {
|
||||
const int size = SDL_min(len, channels[i].sound->length - channels[i].pos);
|
||||
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, 64);
|
||||
SDL_MixAudioFormat(stream, channels[i].sound->buffer + channels[i].pos, AUDIO_S16, size, JA_volume/2);
|
||||
channels[i].pos += size;
|
||||
if (size < len) {
|
||||
if (channels[i].times != 0) {
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, 64);
|
||||
SDL_MixAudioFormat(stream + size, channels[i].sound->buffer, AUDIO_S16, len-size, JA_volume/2);
|
||||
channels[i].pos = len-size;
|
||||
if (channels[i].times > 0) channels[i].times--;
|
||||
} else {
|
||||
@@ -79,7 +81,19 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels) {
|
||||
JA_Music JA_LoadMusic(const char* filename) {
|
||||
int chan, samplerate;
|
||||
JA_Music music = new JA_Music_t();
|
||||
music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
|
||||
|
||||
// [RZC 28/08/22] Carreguem primer el arxiu en memòria i després el descomprimim. Es algo més rapid.
|
||||
FILE *f = fopen(filename, "rb");
|
||||
fseek(f, 0, SEEK_END);
|
||||
long fsize = ftell(f);
|
||||
fseek(f, 0, SEEK_SET);
|
||||
Uint8 *buffer = (Uint8*)malloc(fsize + 1);
|
||||
fread(buffer, fsize, 1, f);
|
||||
fclose(f);
|
||||
music->samples = stb_vorbis_decode_memory(buffer, fsize, &chan, &samplerate, &music->output);
|
||||
free(buffer);
|
||||
// [RZC 28/08/22] Abans el descomprimiem mentre el teniem obert
|
||||
// music->samples = stb_vorbis_decode_filename(filename, &chan, &samplerate, &music->output);
|
||||
|
||||
SDL_AudioCVT cvt;
|
||||
SDL_BuildAudioCVT(&cvt, AUDIO_S16, chan, samplerate, JA_format, JA_channels, JA_freq);
|
||||
@@ -134,6 +148,13 @@ void JA_DeleteMusic(JA_Music music) {
|
||||
delete music;
|
||||
}
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
sound->buffer = buffer;
|
||||
sound->length = length;
|
||||
return sound;
|
||||
}
|
||||
|
||||
JA_Sound JA_LoadSound(const char* filename) {
|
||||
JA_Sound sound = new JA_Sound_t();
|
||||
SDL_AudioSpec wavSpec;
|
||||
@@ -210,4 +231,8 @@ JA_Channel_state JA_GetChannelState(const int channel) {
|
||||
if (channel < 0 || channel >= JA_MAX_SIMULTANEOUS_CHANNELS) return JA_CHANNEL_INVALID;
|
||||
return channels[channel].state;
|
||||
}
|
||||
#endif
|
||||
|
||||
int JA_SetVolume(int volume) {
|
||||
JA_volume = volume > 128 ? 128 : volume < 0 ? 0 : volume;
|
||||
return JA_volume;
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
enum JA_Channel_state { JA_CHANNEL_INVALID, JA_CHANNEL_FREE, JA_CHANNEL_PLAYING, JA_CHANNEL_PAUSED };
|
||||
@@ -18,6 +17,7 @@ void JA_StopMusic();
|
||||
JA_Music_state JA_GetMusicState();
|
||||
void JA_DeleteMusic(JA_Music music);
|
||||
|
||||
JA_Sound JA_NewSound(Uint8* buffer, Uint32 length);
|
||||
JA_Sound JA_LoadSound(const char* filename);
|
||||
int JA_PlaySound(JA_Sound sound, const int loop = 0);
|
||||
void JA_PauseChannel(const int channel);
|
||||
@@ -25,3 +25,5 @@ void JA_ResumeChannel(const int channel);
|
||||
void JA_StopChannel(const int channel);
|
||||
JA_Channel_state JA_GetChannelState(const int channel);
|
||||
void JA_DeleteSound(JA_Sound sound);
|
||||
|
||||
int JA_SetVolume(int volume);
|
||||
@@ -10,12 +10,11 @@ Logo::Logo(SDL_Renderer *renderer, Screen *screen, Asset *asset)
|
||||
|
||||
// Reserva memoria para los punteros
|
||||
eventHandler = new SDL_Event();
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get("logo.png"), renderer);
|
||||
sprite = new Sprite(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, texture, renderer);
|
||||
texture = new LTexture(renderer, asset->get("logo.png"));
|
||||
sprite = new Sprite(0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT, texture, renderer);
|
||||
|
||||
// Crea un backbuffer para el renderizador
|
||||
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
backbuffer = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
if (backbuffer == NULL)
|
||||
printf("Backbuffer could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
@@ -78,7 +77,7 @@ void Logo::update()
|
||||
}
|
||||
}
|
||||
|
||||
counter++;
|
||||
counter++;
|
||||
|
||||
// Comprueba si ha terminado el logo
|
||||
if (counter == endLogo + postLogo)
|
||||
@@ -105,7 +104,7 @@ void Logo::render()
|
||||
// Dibuja el fade
|
||||
if (counter >= initFade)
|
||||
{
|
||||
const SDL_Rect rect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
|
||||
const SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
|
||||
const color_t color = {0xFF, 0xFF, 0xFF};
|
||||
const int fadeLenght = endLogo - initFade;
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "screen.h"
|
||||
#include "asset.h"
|
||||
#include "jail_audio.h"
|
||||
#include "const.h"
|
||||
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
@@ -24,8 +25,8 @@ private:
|
||||
Sprite *sprite; // Sprite con la textura del logo
|
||||
int counter; // Contador
|
||||
section_t section; // Estado del bucle principal para saber si continua o se sale
|
||||
int ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
int ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
Uint32 ticks; // Contador de ticks para ajustar la velocidad del programa
|
||||
Uint32 ticksSpeed; // Velocidad a la que se repiten los bucles del programa
|
||||
int initFade; // Tiempo del contador cuando inicia el fade a negro
|
||||
int endLogo; // Tiempo del contador para terminar el logo
|
||||
int postLogo; // Tiempo que dura el logo con el fade al maximo
|
||||
|
||||
@@ -1,22 +1,35 @@
|
||||
#include "const.h"
|
||||
|
||||
#include "ltexture.h"
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
LTexture::LTexture()
|
||||
// Constructor
|
||||
LTexture::LTexture(SDL_Renderer *renderer, std::string path)
|
||||
{
|
||||
// Initialize
|
||||
mTexture = NULL;
|
||||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
// Copia punteros
|
||||
this->renderer = renderer;
|
||||
this->path = path;
|
||||
|
||||
// Inicializa
|
||||
texture = NULL;
|
||||
width = 0;
|
||||
height = 0;
|
||||
|
||||
// Carga el fichero en la textura
|
||||
if (path != "")
|
||||
{
|
||||
loadFromFile(path, renderer);
|
||||
}
|
||||
}
|
||||
|
||||
// Destructor
|
||||
LTexture::~LTexture()
|
||||
{
|
||||
// Deallocate
|
||||
// Libera memoria
|
||||
unload();
|
||||
}
|
||||
|
||||
// Carga una imagen desde un fichero
|
||||
bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
{
|
||||
int req_format = STBI_rgb_alpha;
|
||||
@@ -33,7 +46,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
if (req_format == STBI_rgb)
|
||||
{
|
||||
depth = 24;
|
||||
pitch = 3 * width; // 3 bytes per pixel * pixels per row
|
||||
pitch = 3 * width; // 3 bytes por pixel * pixels per linea
|
||||
pixel_format = SDL_PIXELFORMAT_RGB24;
|
||||
}
|
||||
else
|
||||
@@ -43,14 +56,13 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
pixel_format = SDL_PIXELFORMAT_RGBA32;
|
||||
}
|
||||
|
||||
// Get rid of preexisting texture
|
||||
// Limpia
|
||||
unload();
|
||||
|
||||
// The final texture
|
||||
// La textura final
|
||||
SDL_Texture *newTexture = NULL;
|
||||
|
||||
// Load image at specified path
|
||||
//SDL_Surface *loadedSurface = IMG_Load(path.c_str());
|
||||
// Carga la imagen desde una ruta específica
|
||||
SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
|
||||
if (loadedSurface == NULL)
|
||||
{
|
||||
@@ -58,10 +70,7 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Color key image
|
||||
//SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
|
||||
|
||||
// Create texture from surface pixels
|
||||
// Crea la textura desde los pixels de la surface
|
||||
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
|
||||
if (newTexture == NULL)
|
||||
{
|
||||
@@ -69,73 +78,76 @@ bool LTexture::loadFromFile(std::string path, SDL_Renderer *renderer)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get image dimensions
|
||||
mWidth = loadedSurface->w;
|
||||
mHeight = loadedSurface->h;
|
||||
// Obtiene las dimensiones de la imagen
|
||||
this->width = loadedSurface->w;
|
||||
this->height = loadedSurface->h;
|
||||
}
|
||||
|
||||
// Get rid of old loaded surface
|
||||
// Elimina la textura cargada
|
||||
SDL_FreeSurface(loadedSurface);
|
||||
}
|
||||
|
||||
// Return success
|
||||
mTexture = newTexture;
|
||||
return mTexture != NULL;
|
||||
texture = newTexture;
|
||||
return texture != NULL;
|
||||
}
|
||||
|
||||
// Crea una textura en blanco
|
||||
bool LTexture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
|
||||
{
|
||||
// Create uninitialized texture
|
||||
mTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
|
||||
if (mTexture == NULL)
|
||||
// Crea una textura sin inicializar
|
||||
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
|
||||
if (texture == NULL)
|
||||
{
|
||||
printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
}
|
||||
|
||||
return mTexture != NULL;
|
||||
return texture != NULL;
|
||||
}
|
||||
|
||||
// Libera la memoria de la textura
|
||||
void LTexture::unload()
|
||||
{
|
||||
// Free texture if it exists
|
||||
if (mTexture != NULL)
|
||||
// Libera la textura si existe
|
||||
if (texture != NULL)
|
||||
{
|
||||
SDL_DestroyTexture(mTexture);
|
||||
mTexture = NULL;
|
||||
mWidth = 0;
|
||||
mHeight = 0;
|
||||
SDL_DestroyTexture(texture);
|
||||
texture = NULL;
|
||||
width = 0;
|
||||
height = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el color para la modulacion
|
||||
void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
|
||||
{
|
||||
// Modulate texture rgb
|
||||
SDL_SetTextureColorMod(mTexture, red, green, blue);
|
||||
SDL_SetTextureColorMod(texture, red, green, blue);
|
||||
}
|
||||
|
||||
// Establece el blending
|
||||
void LTexture::setBlendMode(SDL_BlendMode blending)
|
||||
{
|
||||
// Set blending function
|
||||
SDL_SetTextureBlendMode(mTexture, blending);
|
||||
SDL_SetTextureBlendMode(texture, blending);
|
||||
}
|
||||
|
||||
// Establece el alpha para la modulación
|
||||
void LTexture::setAlpha(Uint8 alpha)
|
||||
{
|
||||
// Modulate texture alpha
|
||||
SDL_SetTextureAlphaMod(mTexture, alpha);
|
||||
SDL_SetTextureAlphaMod(texture, alpha);
|
||||
}
|
||||
|
||||
// Renderiza la textura en un punto específico
|
||||
void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
|
||||
{
|
||||
// Set rendering space and render to screen
|
||||
SDL_Rect renderQuad = {x, y, mWidth, mHeight};
|
||||
// Establece el destini de renderizado en la pantalla
|
||||
SDL_Rect renderQuad = {x, y, width, height};
|
||||
|
||||
// Set clip rendering dimensions
|
||||
// Obtiene las dimesiones del clip de renderizado
|
||||
if (clip != NULL)
|
||||
{
|
||||
renderQuad.w = clip->w;
|
||||
@@ -145,22 +157,30 @@ void LTexture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, floa
|
||||
renderQuad.w = renderQuad.w * zoomW;
|
||||
renderQuad.h = renderQuad.h * zoomH;
|
||||
|
||||
// Render to screen
|
||||
SDL_RenderCopyEx(renderer, mTexture, clip, &renderQuad, angle, center, flip);
|
||||
// Renderiza a pantalla
|
||||
SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
|
||||
}
|
||||
|
||||
// Establece la textura como objetivo de renderizado
|
||||
void LTexture::setAsRenderTarget(SDL_Renderer *renderer)
|
||||
{
|
||||
// Make self render target
|
||||
SDL_SetRenderTarget(renderer, mTexture);
|
||||
SDL_SetRenderTarget(renderer, texture);
|
||||
}
|
||||
|
||||
// Obtiene el ancho de la imagen
|
||||
int LTexture::getWidth()
|
||||
{
|
||||
return mWidth;
|
||||
return width;
|
||||
}
|
||||
|
||||
// Obtiene el alto de la imagen
|
||||
int LTexture::getHeight()
|
||||
{
|
||||
return mHeight;
|
||||
return height;
|
||||
}
|
||||
|
||||
// Recarga la textura
|
||||
bool LTexture::reLoad()
|
||||
{
|
||||
return loadFromFile(path, renderer);
|
||||
}
|
||||
@@ -7,61 +7,55 @@
|
||||
#ifndef LTEXTURE_H
|
||||
#define LTEXTURE_H
|
||||
|
||||
// Texture wrapper class
|
||||
// Clase LTexture
|
||||
class LTexture
|
||||
{
|
||||
public:
|
||||
// Initializes variables
|
||||
LTexture();
|
||||
private:
|
||||
SDL_Texture *texture; // La textura
|
||||
SDL_Renderer *renderer; // Renderizador donde dibujar la textura
|
||||
int width; // Ancho de la imagen
|
||||
int height; // Alto de la imagen
|
||||
std::string path; // Ruta de la imagen de la textura
|
||||
|
||||
// Deallocates memory
|
||||
public:
|
||||
// Constructor
|
||||
LTexture(SDL_Renderer *renderer, std::string path = "");
|
||||
|
||||
// Destructor
|
||||
~LTexture();
|
||||
|
||||
// Loads image at specified path
|
||||
// Carga una imagen desde un fichero
|
||||
bool loadFromFile(std::string path, SDL_Renderer *renderer);
|
||||
|
||||
// Creates blank texture
|
||||
// Crea una textura en blanco
|
||||
bool createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess = SDL_TEXTUREACCESS_STREAMING);
|
||||
|
||||
// Deallocates texture
|
||||
// Libera la memoria de la textura
|
||||
void unload();
|
||||
|
||||
// Set color modulation
|
||||
// Establece el color para la modulacion
|
||||
void setColor(Uint8 red, Uint8 green, Uint8 blue);
|
||||
|
||||
// Set blending
|
||||
// Establece el blending
|
||||
void setBlendMode(SDL_BlendMode blending);
|
||||
|
||||
// Set alpha modulation
|
||||
// Establece el alpha para la modulación
|
||||
void setAlpha(Uint8 alpha);
|
||||
|
||||
// Renders texture at given point
|
||||
// Renderiza la textura en un punto específico
|
||||
void render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip = NULL, float zoomW = 1, float zoomH = 1, double angle = 0.0, SDL_Point *center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE);
|
||||
|
||||
// Set self as render target
|
||||
// Establece la textura como objetivo de renderizado
|
||||
void setAsRenderTarget(SDL_Renderer *renderer);
|
||||
|
||||
// Gets image dimensions
|
||||
// Obtiene el ancho de la imagen
|
||||
int getWidth();
|
||||
|
||||
// Obtiene el alto de la imagen
|
||||
int getHeight();
|
||||
|
||||
// Pixel manipulators
|
||||
bool lockTexture();
|
||||
bool unlockTexture();
|
||||
void *getPixels();
|
||||
void copyPixels(void *pixels);
|
||||
int getPitch();
|
||||
Uint32 getPixel32(unsigned int x, unsigned int y);
|
||||
|
||||
private:
|
||||
// The actual hardware texture
|
||||
SDL_Texture *mTexture;
|
||||
void *mPixels;
|
||||
int mPitch;
|
||||
|
||||
// Image dimensions
|
||||
int mWidth;
|
||||
int mHeight;
|
||||
// Recarga la textura
|
||||
bool reLoad();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
344
source/map.cpp
@@ -6,11 +6,12 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
|
||||
// Inicializa variables
|
||||
tile_size = 8;
|
||||
map_width = 40;
|
||||
map_height = 26;
|
||||
tileset_width = 32;
|
||||
map_height = 30;
|
||||
name = file.substr(file.find_last_of("\\/") + 1);
|
||||
enemy_file = "";
|
||||
bgColor1 = bgColor2 = {0, 0, 0};
|
||||
bgScroll = false;
|
||||
counter = 0;
|
||||
|
||||
// Copia los punteros a objetos
|
||||
this->asset = asset;
|
||||
@@ -18,16 +19,24 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
|
||||
this->itemTracker = itemTracker;
|
||||
|
||||
// Crea los objetos
|
||||
texture_tile = new LTexture();
|
||||
load(file);
|
||||
loadTextureFromFile(texture_tile, asset->get(tileset_img), renderer);
|
||||
texture_tile = new LTexture(renderer, asset->get(tileset_img));
|
||||
tileset_width = texture_tile->getWidth() / tile_size;
|
||||
|
||||
// Crea la textura para el mapa de tiles de la habitación
|
||||
map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
|
||||
if (map_texture == NULL)
|
||||
printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
// Crea las texturas para dibujar el mapa
|
||||
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (map_layerBG == NULL)
|
||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
// Pinta el mapa de la habitación en la textura
|
||||
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (map_layer0 == NULL)
|
||||
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
|
||||
if (map_layer1 == NULL)
|
||||
printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
|
||||
|
||||
// Pinta el mapa en las texturas
|
||||
fillMapTexture();
|
||||
}
|
||||
|
||||
@@ -38,7 +47,7 @@ Map::~Map()
|
||||
texture_tile->unload();
|
||||
delete texture_tile;
|
||||
|
||||
SDL_DestroyTexture(map_texture);
|
||||
SDL_DestroyTexture(map_layer1);
|
||||
|
||||
for (auto actor : actors)
|
||||
{
|
||||
@@ -61,7 +70,7 @@ bool Map::load(std::string file_path)
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
printf("Reading file %s\n\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
|
||||
@@ -75,21 +84,24 @@ bool Map::load(std::string file_path)
|
||||
std::ifstream file2(asset->get(line)); // Abre el fichero tmx
|
||||
if (file2.good())
|
||||
{
|
||||
bool data_read = false;
|
||||
bool map_col_read = false;
|
||||
bool map_BG_read = false;
|
||||
bool map_l0_read = false;
|
||||
bool map_l1_read = false;
|
||||
while (std::getline(file2, line)) // Lee el fichero linea a linea
|
||||
{
|
||||
if (!data_read)
|
||||
if (!map_BG_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
pos = line.find("data encoding");
|
||||
} while (pos == std::string::npos);
|
||||
} while (pos == (int)std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
data_read = true;
|
||||
map_BG_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
@@ -97,7 +109,82 @@ bool Map::load(std::string file_path)
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
tilemap.push_back(std::stoi(tmp));
|
||||
tilemap_BG.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
}
|
||||
|
||||
if (!map_l0_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
pos = line.find("data encoding");
|
||||
} while (pos == (int)std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
map_l0_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
std::stringstream ss(line);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
tilemap_l0.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
}
|
||||
|
||||
if (!map_l1_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
pos = line.find("data encoding");
|
||||
} while (pos == (int)std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
map_l1_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
std::stringstream ss(line);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
tilemap_l1.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
}
|
||||
|
||||
if (!map_col_read)
|
||||
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
|
||||
int pos = 0;
|
||||
do
|
||||
{
|
||||
std::getline(file2, line);
|
||||
pos = line.find("data encoding");
|
||||
} while (pos == (int)std::string::npos);
|
||||
|
||||
do
|
||||
{ // Se introducen los valores separados por comas en un vector
|
||||
map_col_read = true;
|
||||
std::getline(file2, line);
|
||||
if (line != "</data>")
|
||||
{
|
||||
std::stringstream ss(line);
|
||||
std::string tmp;
|
||||
while (getline(ss, tmp, ','))
|
||||
{
|
||||
collisionmap.push_back(std::stoi(tmp));
|
||||
}
|
||||
}
|
||||
} while (line != "</data>");
|
||||
@@ -218,6 +305,7 @@ bool Map::setVars(std::string var, std::string value)
|
||||
{
|
||||
tileset_img = value;
|
||||
}
|
||||
|
||||
else if (var == "bgColor1")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
@@ -230,6 +318,7 @@ bool Map::setVars(std::string var, std::string value)
|
||||
getline(ss, tmp, ',');
|
||||
bgColor1.b = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "bgColor2")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
@@ -242,29 +331,41 @@ bool Map::setVars(std::string var, std::string value)
|
||||
getline(ss, tmp, ',');
|
||||
bgColor2.b = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "bgScroll")
|
||||
{
|
||||
bgScroll = stringToBool(value);
|
||||
}
|
||||
|
||||
else if (var == "room_up")
|
||||
{
|
||||
room_up = value;
|
||||
}
|
||||
|
||||
else if (var == "room_down")
|
||||
{
|
||||
room_down = value;
|
||||
}
|
||||
|
||||
else if (var == "room_left")
|
||||
{
|
||||
room_left = value;
|
||||
}
|
||||
|
||||
else if (var == "room_right")
|
||||
{
|
||||
room_right = value;
|
||||
}
|
||||
|
||||
else if (var == "enemy_file")
|
||||
{
|
||||
enemy_file = value;
|
||||
}
|
||||
|
||||
else if (var == "")
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -283,53 +384,66 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
|
||||
{
|
||||
actor->tileset = value;
|
||||
}
|
||||
|
||||
else if (var == "animation")
|
||||
{
|
||||
actor->animation = value;
|
||||
}
|
||||
|
||||
else if (var == "width")
|
||||
{
|
||||
actor->w = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "height")
|
||||
{
|
||||
actor->h = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "x")
|
||||
{
|
||||
actor->x = std::stof(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y")
|
||||
{
|
||||
actor->y = std::stof(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "vx")
|
||||
{
|
||||
actor->vx = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "vy")
|
||||
{
|
||||
actor->vy = std::stof(value);
|
||||
}
|
||||
|
||||
else if (var == "x1")
|
||||
{
|
||||
p1->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "x2")
|
||||
{
|
||||
p2->x = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y1")
|
||||
{
|
||||
p1->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if (var == "y2")
|
||||
{
|
||||
p2->y = std::stoi(value) * tile_size;
|
||||
}
|
||||
|
||||
else if ((var == "[/moving platform]") || (var == "[/diamond]"))
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
@@ -341,63 +455,142 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
|
||||
// Crea la textura con el mapeado de la habitación
|
||||
void Map::fillMapTexture()
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_texture);
|
||||
SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja el degradado de fondo
|
||||
const int num_lines = 208;
|
||||
|
||||
for (int i = 0; i < num_lines; i++)
|
||||
{
|
||||
float step = ((float)i / (float)num_lines);
|
||||
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
|
||||
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
|
||||
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
||||
}
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
// Crea variables
|
||||
SDL_Rect clip = {0, 0, tile_size, tile_size};
|
||||
|
||||
for (int y = 0; y < map_height; y++)
|
||||
for (int x = 0; x < map_width; x++)
|
||||
// Rellena la capa BG
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_layerBG);
|
||||
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja el degradado de fondo
|
||||
const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
|
||||
|
||||
for (int i = PLAY_AREA_TOP; i < PLAY_AREA_BOTTOM; ++i)
|
||||
{
|
||||
clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
float step = ((float)i / num_lines);
|
||||
int r = bgColor1.r + ((bgColor2.r - bgColor1.r) * step);
|
||||
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
|
||||
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 319, i);
|
||||
}
|
||||
|
||||
// Dibuja el degradado del marcador
|
||||
int color = 105;
|
||||
for (int i = 208; i < 240; i++)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, 0x69, color, 0x69, 0xFF);
|
||||
SDL_RenderDrawLine(renderer, 0, i, 320, i);
|
||||
color--;
|
||||
// Dibuja el mapeado de tiles
|
||||
for (int y = 0; y < map_height; ++y)
|
||||
for (int x = 0; x < map_width; ++x)
|
||||
{
|
||||
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
|
||||
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
|
||||
// con lo que esta pintando desde fuera de la textura
|
||||
clip.x = ((tilemap_BG[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap_BG[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
tilemap_BG.clear();
|
||||
}
|
||||
|
||||
// Dibuja el marco del marcador
|
||||
// SDL_SetRenderDrawColor(renderer, 85, 50, 85, 0xFF);
|
||||
// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
|
||||
// SDL_Rect rect = {0, 208, 320, 32};
|
||||
// SDL_RenderDrawRect(renderer, &rect);
|
||||
// rect = {1, 209, 318, 30};
|
||||
// SDL_RenderDrawRect(renderer, &rect);
|
||||
// Rellena la capa 0
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_layer0);
|
||||
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
for (int y = 0; y < map_height; ++y)
|
||||
for (int x = 0; x < map_width; ++x)
|
||||
{
|
||||
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
|
||||
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
|
||||
// con lo que esta pintando desde fuera de la textura
|
||||
clip.x = ((tilemap_l0[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap_l0[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
tilemap_l0.clear();
|
||||
}
|
||||
|
||||
// Rellena la capa 1
|
||||
{
|
||||
SDL_SetRenderTarget(renderer, map_layer1);
|
||||
SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Dibuja el mapeado de tiles
|
||||
for (int y = 0; y < map_height; ++y)
|
||||
for (int x = 0; x < map_width; ++x)
|
||||
{
|
||||
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
|
||||
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
|
||||
// con lo que esta pintando desde fuera de la textura
|
||||
clip.x = ((tilemap_l1[(y * map_width) + x] - 1) % tileset_width) * tile_size;
|
||||
clip.y = ((tilemap_l1[(y * map_width) + x] - 1) / tileset_width) * tile_size;
|
||||
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
|
||||
}
|
||||
|
||||
tilemap_l1.clear();
|
||||
}
|
||||
|
||||
// Vuelve a colocar el renderizador
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja el mapa en pantalla
|
||||
// Dibuja todos los elementos del mapa
|
||||
void Map::render()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_texture, &rect, NULL);
|
||||
renderLayerBG();
|
||||
renderLayer0();
|
||||
renderLayer1();
|
||||
renderActors();
|
||||
}
|
||||
|
||||
// Dibuja la capa BG
|
||||
void Map::renderLayerBG()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja la capa 0
|
||||
void Map::renderLayer0()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
if (bgScroll)
|
||||
{
|
||||
const int offset = PLAY_AREA_WIDTH - ((counter / 20) % PLAY_AREA_WIDTH);
|
||||
SDL_Rect src1 = {PLAY_AREA_X, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
|
||||
SDL_Rect dst1 = {PLAY_AREA_X + PLAY_AREA_WIDTH - offset, PLAY_AREA_Y, offset, PLAY_AREA_HEIGHT};
|
||||
|
||||
SDL_Rect src2 = {PLAY_AREA_X + offset, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
|
||||
SDL_Rect dst2 = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH - offset, PLAY_AREA_HEIGHT};
|
||||
|
||||
SDL_RenderCopy(renderer, map_layer0, &src1, &dst1);
|
||||
SDL_RenderCopy(renderer, map_layer0, &src2, &dst2);
|
||||
}
|
||||
else
|
||||
{
|
||||
// SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
// Dibuja la capa 1
|
||||
void Map::renderLayer1()
|
||||
{
|
||||
// Dibuja la textura con el mapa en pantalla
|
||||
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
|
||||
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
|
||||
}
|
||||
|
||||
// Dibuja los actores
|
||||
void Map::renderActors()
|
||||
{
|
||||
for (auto actor : actors)
|
||||
{
|
||||
actor->render();
|
||||
@@ -407,6 +600,8 @@ void Map::render()
|
||||
// Actualiza todas las variables
|
||||
void Map::update()
|
||||
{
|
||||
counter++;
|
||||
|
||||
for (auto actor : actors)
|
||||
{
|
||||
actor->update();
|
||||
@@ -421,21 +616,19 @@ e_tile_map Map::getTile(SDL_Point p)
|
||||
const int y = std::max(getPlayArea(b_top), (std::min(p.y, getPlayArea(b_bottom) - 1)));
|
||||
|
||||
// Calcula el tile
|
||||
const int tile = tilemap[((y / tile_size) * map_width) + (x / tile_size)];
|
||||
const int png_width = 32;
|
||||
const int tile = collisionmap[((y / tile_size) * map_width) + (x / tile_size)];
|
||||
|
||||
// Las 8 primeras filas son tiles de fondo
|
||||
if (tile >= 0 && tile < 8 * png_width)
|
||||
if (tile == 0)
|
||||
{
|
||||
return nothing;
|
||||
}
|
||||
// De la fila 8 a la 15 hay tiles de muro
|
||||
else if (tile >= (8 * png_width) && tile < 16 * png_width)
|
||||
|
||||
else if (tile == 5627)
|
||||
{
|
||||
return wall;
|
||||
}
|
||||
// A partir de la fila 16 son tiles atravesables
|
||||
else
|
||||
|
||||
else if (tile == 5628)
|
||||
{
|
||||
return passable;
|
||||
}
|
||||
@@ -449,12 +642,6 @@ int Map::getTileSize()
|
||||
return tile_size;
|
||||
}
|
||||
|
||||
// Devuelve el indice del tile correspondiente a un punto del mapa
|
||||
int Map::getTileIndex(SDL_Point p)
|
||||
{
|
||||
return tilemap[((p.y / tile_size) * map_width) + (p.x / tile_size)];
|
||||
}
|
||||
|
||||
// Devuelve el valor de los bordes de la zona de juego
|
||||
int Map::getPlayArea(e_border border)
|
||||
{
|
||||
@@ -511,6 +698,12 @@ std::string Map::getRoomFileName(e_border border)
|
||||
return "";
|
||||
}
|
||||
|
||||
// Devuelve el nombre del fichero de la habitación
|
||||
std::string Map::getName()
|
||||
{
|
||||
return name;
|
||||
}
|
||||
|
||||
// Indica si hay colision con un actor a partir de un rectangulo
|
||||
int Map::actorCollision(SDL_Rect &rect)
|
||||
{
|
||||
@@ -603,4 +796,11 @@ void Map::getItem(int index)
|
||||
std::string Map::getEnemyFile()
|
||||
{
|
||||
return enemy_file;
|
||||
}
|
||||
|
||||
// Recarga las texturas
|
||||
void Map::reLoadTextures()
|
||||
{
|
||||
texture_tile->reLoad();
|
||||
fillMapTexture();
|
||||
}
|
||||
62
source/map.h
@@ -35,22 +35,29 @@ enum e_border
|
||||
class Map
|
||||
{
|
||||
private:
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
std::string name; // Identificador de la habitación
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
std::string room_down; // Identificador de la habitación que se encuentra abajp
|
||||
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string enemy_file; // Fichero con los enemigos para la habitación
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap; // Indice de los tiles a dibujar en la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
SDL_Texture *map_texture; // Textura para dibujar el mapa de la habitación
|
||||
std::vector<Actor *> actors; // Listado con los actores de la habitación
|
||||
color_t bgColor1; // Color superior del degradado de fondo
|
||||
color_t bgColor2; // Color inferior del degradado de fondo
|
||||
ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido
|
||||
Asset *asset; // Objeto con la ruta a todos los ficheros de recursos
|
||||
SDL_Renderer *renderer; // El renderizador de la ventana
|
||||
std::string name; // Identificador de la habitación
|
||||
std::string room_up; // Identificador de la habitación que se encuentra arriba
|
||||
std::string room_down; // Identificador de la habitación que se encuentra abajp
|
||||
std::string room_left; // Identificador de la habitación que se encuentra a la izquierda
|
||||
std::string room_right; // Identificador de la habitación que se encuentra a la derecha
|
||||
std::string enemy_file; // Fichero con los enemigos para la habitación
|
||||
std::string tileset_img; // Imagen con los graficos para la habitación
|
||||
std::vector<int> tilemap_BG; // Indice de los tiles a dibujar de la capa BG en la habitación
|
||||
std::vector<int> tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación
|
||||
std::vector<int> tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación
|
||||
std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación
|
||||
LTexture *texture_tile; // Textura con los graficos de los tiles habitación
|
||||
SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
|
||||
SDL_Texture *map_layer0; // Textura para dibujar la capa 0 del mapa de la habitación
|
||||
SDL_Texture *map_layer1; // Textura para dibujar la capa 1 del mapa de la habitación
|
||||
std::vector<Actor *> actors; // Listado con los actores de la habitación
|
||||
color_t bgColor1; // Color superior del degradado de fondo
|
||||
color_t bgColor2; // Color inferior del degradado de fondo
|
||||
bool bgScroll; // Indica si la capa de fondo se mueve
|
||||
ItemTracker *itemTracker; // Objeto que gestiona los items que ya se han recogido
|
||||
int counter; // Contador para lo que se necesite
|
||||
|
||||
int tile_size; // Ancho del tile en pixels
|
||||
int map_width; // Ancho del mapa en tiles
|
||||
@@ -79,24 +86,36 @@ public:
|
||||
// Actualiza todas las variables
|
||||
void update();
|
||||
|
||||
// Dibuja el objeto
|
||||
// Dibuja todos los elementos del mapa
|
||||
void render();
|
||||
|
||||
// Dibuja la capa BG
|
||||
void renderLayerBG();
|
||||
|
||||
// Dibuja la capa 1
|
||||
void renderLayer0();
|
||||
|
||||
// Dibuja la capa 1
|
||||
void renderLayer1();
|
||||
|
||||
// Dibuja los actores
|
||||
void renderActors();
|
||||
|
||||
// Devuelve el tipo de tile que hay en un punto
|
||||
e_tile_map getTile(SDL_Point p);
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
int getTileSize();
|
||||
|
||||
// Devuelve el indice del tile correspondiente a un punto del mapa
|
||||
int getTileIndex(SDL_Point p);
|
||||
|
||||
// Devuelve el valor de los bordes de la zona de juego
|
||||
int getPlayArea(e_border border);
|
||||
|
||||
// Devuelve el nombre del fichero de la habitación en funcion del borde
|
||||
std::string getRoomFileName(e_border border);
|
||||
|
||||
// Devuelve el nombre del fichero de la habitación
|
||||
std::string getName();
|
||||
|
||||
// Indica si hay colision con un actor a partir de un rectangulo
|
||||
int actorCollision(SDL_Rect &rect);
|
||||
|
||||
@@ -120,6 +139,9 @@ public:
|
||||
|
||||
// Obtiene el valor de la variable
|
||||
std::string getEnemyFile();
|
||||
|
||||
// Recarga las texturas
|
||||
void reLoadTextures();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
313
source/menu.cpp
@@ -2,21 +2,28 @@
|
||||
#include "menu.h"
|
||||
|
||||
// Constructor
|
||||
Menu::Menu(SDL_Renderer *renderer, Text *text, Input *input)
|
||||
Menu::Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file)
|
||||
{
|
||||
this->renderer = renderer;
|
||||
this->text = text;
|
||||
this->asset = asset;
|
||||
this->input = input;
|
||||
|
||||
soundMove = nullptr;
|
||||
soundAccept = nullptr;
|
||||
soundCancel = nullptr;
|
||||
|
||||
init();
|
||||
if (file != "")
|
||||
{
|
||||
load(file);
|
||||
}
|
||||
reorganize();
|
||||
}
|
||||
|
||||
Menu::~Menu()
|
||||
{
|
||||
renderer = nullptr;
|
||||
text = nullptr;
|
||||
asset = nullptr;
|
||||
input = nullptr;
|
||||
|
||||
if (soundMove)
|
||||
@@ -33,21 +40,288 @@ Menu::~Menu()
|
||||
{
|
||||
JA_DeleteSound(soundCancel);
|
||||
}
|
||||
|
||||
if (text != nullptr)
|
||||
{
|
||||
delete text;
|
||||
}
|
||||
}
|
||||
|
||||
// Inicializador
|
||||
void Menu::init(std::string name, int x, int y, int backgroundType)
|
||||
// Carga la configuración del menu desde un archivo de texto
|
||||
bool Menu::load(std::string file_path)
|
||||
{
|
||||
// Indicador de éxito en la carga
|
||||
bool success = true;
|
||||
|
||||
// Indica si se ha creado ya el objeto de texto
|
||||
bool textAllocated = false;
|
||||
|
||||
std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
|
||||
std::string line;
|
||||
std::ifstream file(file_path);
|
||||
|
||||
// El fichero se puede abrir
|
||||
if (file.good())
|
||||
{
|
||||
// Procesa el fichero linea a linea
|
||||
printf("Reading file %s\n", filename.c_str());
|
||||
while (std::getline(file, line))
|
||||
{
|
||||
if (line == "[item]")
|
||||
{
|
||||
item_t item;
|
||||
item.label = "";
|
||||
item.hPaddingDown = 1;
|
||||
item.selectable = true;
|
||||
item.greyed = false;
|
||||
item.linkedDown = false;
|
||||
|
||||
do
|
||||
{
|
||||
|
||||
std::getline(file, line);
|
||||
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
|
||||
// Procesa las dos subcadenas
|
||||
if (!setItem(&item, line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
} while (line != "[/item]");
|
||||
|
||||
addItem(item.label, item.hPaddingDown, item.selectable, item.greyed, item.linkedDown);
|
||||
}
|
||||
|
||||
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
||||
else
|
||||
{
|
||||
// Encuentra la posición del caracter '='
|
||||
int pos = line.find("=");
|
||||
// Procesa las dos subcadenas
|
||||
if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
|
||||
{
|
||||
printf("Warning: file %s, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
// Crea el objeto text tan pronto como se pueda. Necesario para añadir items
|
||||
if (font_png != "" && font_txt != "" && !textAllocated)
|
||||
{
|
||||
text = new Text(asset->get(font_png), asset->get(font_txt), renderer);
|
||||
textAllocated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cierra el fichero
|
||||
printf("Closing file %s\n\n", filename.c_str());
|
||||
file.close();
|
||||
}
|
||||
// El fichero no se puede abrir
|
||||
else
|
||||
{
|
||||
printf("Warning: Unable to open %s file\n", filename.c_str());
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool Menu::setItem(item_t *item, std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "text")
|
||||
{
|
||||
item->label = value;
|
||||
}
|
||||
|
||||
else if (var == "hPaddingDown")
|
||||
{
|
||||
item->hPaddingDown = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "selectable")
|
||||
{
|
||||
item->selectable = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "greyed")
|
||||
{
|
||||
item->greyed = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "linkedDown")
|
||||
{
|
||||
item->linkedDown = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if ((var == "") || (var == "[/item]"))
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool Menu::setVars(std::string var, std::string value)
|
||||
{
|
||||
// Indicador de éxito en la asignación
|
||||
bool success = true;
|
||||
|
||||
if (var == "font_png")
|
||||
{
|
||||
font_png = value;
|
||||
}
|
||||
|
||||
else if (var == "font_txt")
|
||||
{
|
||||
font_txt = value;
|
||||
}
|
||||
|
||||
else if (var == "sound_cancel")
|
||||
{
|
||||
soundCancel = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "sound_accept")
|
||||
{
|
||||
soundAccept = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "sound_move")
|
||||
{
|
||||
soundMove = JA_LoadSound(asset->get(value).c_str());
|
||||
}
|
||||
|
||||
else if (var == "name")
|
||||
{
|
||||
name = value;
|
||||
}
|
||||
|
||||
else if (var == "x")
|
||||
{
|
||||
x = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "centerX")
|
||||
{
|
||||
centerX = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "centerY")
|
||||
{
|
||||
centerY = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "y")
|
||||
{
|
||||
y = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "backgroundType")
|
||||
{
|
||||
backgroundType = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "backgroundColor")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.color.b = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
rectBG.a = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "selector_color")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.color.b = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.a = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "selector_text_color")
|
||||
{
|
||||
// Se introducen los valores separados por comas en un vector
|
||||
std::stringstream ss(value);
|
||||
std::string tmp;
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.r = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.g = std::stoi(tmp);
|
||||
getline(ss, tmp, ',');
|
||||
selector.itemColor.b = std::stoi(tmp);
|
||||
}
|
||||
|
||||
else if (var == "areElementsCenteredOnX")
|
||||
{
|
||||
areElementsCenteredOnX = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "isCenteredOnX")
|
||||
{
|
||||
isCenteredOnX = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "isCenteredOnY")
|
||||
{
|
||||
isCenteredOnY = value == "true" ? true : false;
|
||||
}
|
||||
|
||||
else if (var == "defaultActionWhenCancel")
|
||||
{
|
||||
defaultActionWhenCancel = std::stoi(value);
|
||||
}
|
||||
|
||||
else if (var == "")
|
||||
{
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
success = false;
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Inicializa las variables
|
||||
void Menu::init()
|
||||
{
|
||||
// Inicia variables
|
||||
this->name = name;
|
||||
name = "";
|
||||
selector.index = 0;
|
||||
itemSelected = MENU_NO_OPTION;
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
x = 0;
|
||||
y = 0;
|
||||
rectBG.rect = {0, 0, 0, 0};
|
||||
rectBG.color = {0, 0, 0};
|
||||
rectBG.a = 0;
|
||||
this->backgroundType = backgroundType;
|
||||
backgroundType = MENU_BACKGROUND_SOLID;
|
||||
isCenteredOnX = false;
|
||||
isCenteredOnY = false;
|
||||
areElementsCenteredOnX = false;
|
||||
@@ -55,6 +329,9 @@ void Menu::init(std::string name, int x, int y, int backgroundType)
|
||||
centerY = 0;
|
||||
widestItem = 0;
|
||||
colorGreyed = {128, 128, 128};
|
||||
defaultActionWhenCancel = 0;
|
||||
font_png = "";
|
||||
font_txt = "";
|
||||
|
||||
// Selector
|
||||
selector.originY = 0;
|
||||
@@ -174,7 +451,7 @@ void Menu::updateSelector()
|
||||
// Coloca el selector en una posición específica
|
||||
void Menu::setSelectorPos(int index)
|
||||
{
|
||||
if (index < item.size())
|
||||
if (index < (int)item.size())
|
||||
{
|
||||
selector.index = index;
|
||||
selector.rect.y = selector.y = selector.originY = selector.targetY = item[selector.index].rect.y;
|
||||
@@ -338,8 +615,8 @@ void Menu::render()
|
||||
SDL_RenderDrawRect(renderer, &rectBG.rect);
|
||||
}
|
||||
|
||||
// Renderitza el texto
|
||||
for (int i = 0; i < item.size(); i++)
|
||||
// Renderiza el texto
|
||||
for (int i = 0; i < (int)item.size(); ++i)
|
||||
{
|
||||
if (i == selector.index)
|
||||
{
|
||||
@@ -373,14 +650,14 @@ void Menu::render()
|
||||
// Establece el rectangulo de fondo del menu y el selector
|
||||
void Menu::setRectSize()
|
||||
{
|
||||
rectBG.rect.w = findWidth() + text->getCharacterWidth();
|
||||
rectBG.rect.h = findHeight() + text->getCharacterWidth();
|
||||
rectBG.rect.w = findWidth() + text->getCharacterSize();
|
||||
rectBG.rect.h = findHeight() + text->getCharacterSize();
|
||||
|
||||
// La posición X es la del menú menos medio caracter
|
||||
rectBG.rect.x = x - (text->getCharacterWidth() / 2);
|
||||
rectBG.rect.x = x - (text->getCharacterSize() / 2);
|
||||
|
||||
// La posición Y es la del menu menos la altura de medio caracter
|
||||
rectBG.rect.y = y - (text->getCharacterWidth() / 2);
|
||||
rectBG.rect.y = y - (text->getCharacterSize() / 2);
|
||||
|
||||
// Establecemos los valores del rectangulo del selector a partir de los valores del rectangulo de fondo
|
||||
setSelectorPos(selector.index);
|
||||
@@ -493,7 +770,7 @@ void Menu::setItemCaption(int index, std::string text)
|
||||
{
|
||||
item[index].label = text;
|
||||
item[index].rect.w = this->text->lenght(item[index].label);
|
||||
item[index].rect.h = this->text->getCharacterWidth();
|
||||
item[index].rect.h = this->text->getCharacterSize();
|
||||
reorganize();
|
||||
|
||||
const std::string texto = item[index].label + ":" + std::to_string(item[index].rect.w);
|
||||
@@ -575,7 +852,7 @@ void Menu::replaceElementsOnY()
|
||||
{
|
||||
item[0].rect.y = y;
|
||||
|
||||
for (int i = 1; i < item.size(); i++)
|
||||
for (int i = 1; i < (int)item.size(); i++)
|
||||
{
|
||||
item[i].rect.y = item[i - 1].rect.y + item[i - 1].rect.h + item[i - 1].hPaddingDown;
|
||||
}
|
||||
|
||||
@@ -4,9 +4,12 @@
|
||||
#include <vector>
|
||||
#include "sprite.h"
|
||||
#include "text.h"
|
||||
#include "asset.h"
|
||||
#include "input.h"
|
||||
#include "utils.h"
|
||||
#include "jail_audio.h"
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
|
||||
#ifndef MENU_H
|
||||
#define MENU_H
|
||||
@@ -85,10 +88,25 @@ private:
|
||||
SDL_Renderer *renderer; // Puntero al renderizador de la ventana
|
||||
Text *text; // Texto para poder escribir los items del menu
|
||||
Input *input; // Gestor de eventos de entrada de teclado o gamepad
|
||||
Asset *asset; // Objeto para gestionar los ficheros de recursos
|
||||
color_t colorGreyed; // Color para los elementos agrisados
|
||||
rectangle_t rectBG; // Rectangulo de fondo del menu
|
||||
std::vector<item_t> item; // Estructura para cada elemento del menu
|
||||
selector_t selector; // Variables para pintar el selector del menu
|
||||
std::string font_png;
|
||||
std::string font_txt;
|
||||
|
||||
// Carga la configuración del menu desde un archivo de texto
|
||||
bool load(std::string file_path);
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setVars(std::string var, std::string value);
|
||||
|
||||
// Asigna variables a partir de dos cadenas
|
||||
bool setItem(item_t *item, std::string var, std::string value);
|
||||
|
||||
// Inicializa las variables
|
||||
void init();
|
||||
|
||||
// Establece el rectangulo de fondo del menu
|
||||
void setRectSize();
|
||||
@@ -125,14 +143,11 @@ private:
|
||||
|
||||
public:
|
||||
// Constructor
|
||||
Menu(SDL_Renderer *renderer, Text *text, Input *input);
|
||||
Menu(SDL_Renderer *renderer, Asset *asset, Input *input, std::string file="");
|
||||
|
||||
// Destructor
|
||||
~Menu();
|
||||
|
||||
// Inicializador
|
||||
void init(std::string name, int x, int y, int backgroundType);
|
||||
|
||||
// Carga los ficheros de audio
|
||||
void loadAudioFile(std::string file, int sound);
|
||||
|
||||
@@ -192,6 +207,8 @@ public:
|
||||
|
||||
// Establece el estado de enlace de un item
|
||||
void setLinkedDown(int index, bool value);
|
||||
|
||||
// hacer procedimientos para establecer el titulo, la x, la y, la tipografia y el tipo de fondo
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,32 +1,32 @@
|
||||
#include "player.h"
|
||||
|
||||
// Constructor
|
||||
Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
|
||||
Player::Player(player_t player, SDL_Renderer *renderer, Asset *asset, Input *input, Map *map, Debug *debug, int *diamonds)
|
||||
{
|
||||
this->asset = asset;
|
||||
this->renderer = renderer;
|
||||
this->input = input;
|
||||
this->map = map;
|
||||
this->debug = debug;
|
||||
this->diamonds = diamonds;
|
||||
|
||||
sound_jump = JA_LoadSound(asset->get("sound_player_jump.wav").c_str());
|
||||
sound_death = JA_LoadSound(asset->get("sound_player_death.wav").c_str());
|
||||
sound_coin = JA_LoadSound(asset->get("sound_player_coin.wav").c_str());
|
||||
|
||||
texture = new LTexture();
|
||||
loadTextureFromFile(texture, asset->get("player.png"), renderer);
|
||||
|
||||
texture = new LTexture(renderer, asset->get("player.png"));
|
||||
sprite = new AnimatedSprite(texture, renderer, asset->get("player.ani"));
|
||||
|
||||
w = 16;
|
||||
h = 24;
|
||||
x = 3 * 16;
|
||||
y = 168;
|
||||
vx = 0;
|
||||
vy = 0;
|
||||
x = player.x;
|
||||
y = player.y;
|
||||
vx = player.vx;
|
||||
vy = player.vy;
|
||||
lastPosition = {(int)x, (int)y};
|
||||
sprite->setRect({(int)x, (int)y, w, h});
|
||||
sprite->setCurrentAnimation("stand");
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
sprite->setFlip(player.flip);
|
||||
|
||||
jumpStrenght = 2.0f;
|
||||
gravity = 0.3f;
|
||||
@@ -34,14 +34,15 @@ Player::Player(SDL_Renderer *renderer, Asset *asset, Input *input, Map *map)
|
||||
maxVX = 1.5f;
|
||||
maxVY = 4.0f;
|
||||
|
||||
state = standing;
|
||||
state = player.state;
|
||||
living = l_alive;
|
||||
jumpPressed = false;
|
||||
key.insert(key.end(), {0, 0, 0, 0, 0, 0});
|
||||
const SDL_Point p = {0, 0};
|
||||
collider.insert(collider.end(), {p, p, p, p, p, p, p, p, p, p, p, p});
|
||||
underFeet.insert(underFeet.end(), {p, p, p});
|
||||
hookedOnMovingPlatform = -1;
|
||||
diamonds = 0;
|
||||
colliderBox = getRect();
|
||||
}
|
||||
|
||||
// Destructor
|
||||
@@ -60,10 +61,22 @@ Player::~Player()
|
||||
// Actualiza todas las variables
|
||||
void Player::update()
|
||||
{
|
||||
checkLivingState();
|
||||
checkInput();
|
||||
move();
|
||||
animate();
|
||||
checkActors();
|
||||
colliderBox = getRect();
|
||||
|
||||
debug->add(std::to_string((int)sprite->getPosX()) + "," + std::to_string((int)sprite->getPosY()) + "," + std::to_string((int)sprite->getWidth()) + "," + std::to_string((int)sprite->getHeight()));
|
||||
debug->add("VY " + std::to_string(vy) + " " + std::to_string(jumpStrenght));
|
||||
debug->add("VX " + std::to_string(vx));
|
||||
debug->add("jump_pressed " + std::to_string(jumpPressed));
|
||||
debug->add("isOnFloor " + std::to_string(isOnFloor()));
|
||||
debug->add("getTile(" + std::to_string(underFeet[0].x) + "," + std::to_string(underFeet[0].y) + ") = " + std::to_string(map->getTile(underFeet[0])));
|
||||
debug->add("state " + std::to_string(state));
|
||||
debug->add(map->getName() + " (" + map->getRoomFileName(b_top) + ", " + map->getRoomFileName(b_right) + ", " + map->getRoomFileName(b_bottom) + ", " + map->getRoomFileName(b_left) + ")");
|
||||
debug->add("hookedOn = " + std::to_string(hookedOnMovingPlatform));
|
||||
}
|
||||
|
||||
// Dibuja el objeto
|
||||
@@ -75,46 +88,67 @@ void Player::render()
|
||||
// Comprueba las entradas y modifica variables
|
||||
void Player::checkInput()
|
||||
{
|
||||
if (living == l_dying)
|
||||
{ // Aplica fricción
|
||||
if (vx > 0.0f)
|
||||
{
|
||||
vx -= (accelX / 3);
|
||||
vx = std::max(vx, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
vx += (accelX / 3);
|
||||
vx = std::min(vx, 0.0f);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_LEFT, REPEAT_TRUE))
|
||||
{
|
||||
vx = std::max(vx -= accelX, -maxVX);
|
||||
vx -= accelX;
|
||||
vx = std::max(vx, -maxVX);
|
||||
sprite->setFlip(SDL_FLIP_HORIZONTAL);
|
||||
}
|
||||
else if (input->checkInput(INPUT_RIGHT, REPEAT_TRUE))
|
||||
{
|
||||
vx = std::min(vx += accelX, maxVX);
|
||||
vx += accelX;
|
||||
vx = std::min(vx, maxVX);
|
||||
sprite->setFlip(SDL_FLIP_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
{ // Aplica fricción
|
||||
if (vx > 0.0f)
|
||||
{
|
||||
vx = std::max(vx -= accelX, 0.0f);
|
||||
vx -= accelX;
|
||||
vx = std::max(vx, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
vx = std::min(vx += accelX, 0.0f);
|
||||
vx += accelX;
|
||||
vx = std::min(vx, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (input->checkInput(INPUT_UP, REPEAT_TRUE))
|
||||
{
|
||||
if (state == standing)
|
||||
if (state == s_standing)
|
||||
{
|
||||
if (!jumpPressed)
|
||||
{
|
||||
jumpStrenght = 2.0f;
|
||||
vy -= jumpStrenght;
|
||||
state = jumping;
|
||||
state = s_jumping;
|
||||
isOn = f_none;
|
||||
jumpPressed = true;
|
||||
JA_PlaySound(sound_jump);
|
||||
}
|
||||
}
|
||||
else if (state == jumping)
|
||||
else if (state == s_jumping)
|
||||
{
|
||||
if (jumpPressed)
|
||||
{
|
||||
jumpStrenght = std::max(jumpStrenght -= 0.4f, 0.0f);
|
||||
jumpStrenght -= 0.4f;
|
||||
jumpStrenght = std::max(jumpStrenght, 0.0f);
|
||||
vy -= jumpStrenght;
|
||||
}
|
||||
}
|
||||
@@ -127,9 +161,9 @@ void Player::checkInput()
|
||||
else
|
||||
{
|
||||
jumpPressed = false;
|
||||
if (state == jumping)
|
||||
if (state == s_jumping)
|
||||
{
|
||||
state = falling;
|
||||
state = s_falling;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -138,9 +172,10 @@ void Player::checkInput()
|
||||
void Player::addGravity()
|
||||
{
|
||||
// *** Falta ver pq la gravedad empuja al muñeco hacia abajo en los tiles atravesables
|
||||
if (state != standing)
|
||||
if (state != s_standing)
|
||||
{
|
||||
vy = std::min(vy += gravity, maxVY);
|
||||
vy += gravity;
|
||||
vy = std::min(vy, maxVY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -227,12 +262,12 @@ void Player::move()
|
||||
if (vy > 0.0f)
|
||||
{
|
||||
y -= ((int)y + h) % tileSize;
|
||||
state = standing;
|
||||
state = s_standing;
|
||||
}
|
||||
else
|
||||
{
|
||||
y += tileSize - ((int)y % tileSize);
|
||||
state = falling;
|
||||
state = s_falling;
|
||||
}
|
||||
vy = 0.0f;
|
||||
}
|
||||
@@ -253,14 +288,14 @@ void Player::move()
|
||||
// Tiene uno de los pies sobre una superficie
|
||||
if (isOnFloor())
|
||||
{
|
||||
state = standing;
|
||||
state = s_standing;
|
||||
vy = 0.0f;
|
||||
y -= ((int)y + h) % tileSize;
|
||||
}
|
||||
// Tiene ambos pies sobre el vacío
|
||||
else
|
||||
{
|
||||
state = falling;
|
||||
state = s_falling;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -269,14 +304,14 @@ void Player::move()
|
||||
// Si está cayendo
|
||||
if (going_down2)
|
||||
{
|
||||
state = falling;
|
||||
state = s_falling;
|
||||
// Si está alineado con el tile mira el suelo (para que no lo mire si está
|
||||
// dentro de un tile atravesable y lo deje a medias)
|
||||
if (tile_aligned2)
|
||||
{
|
||||
if (isOnFloor())
|
||||
{
|
||||
state = standing;
|
||||
state = s_standing;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -287,9 +322,9 @@ void Player::move()
|
||||
if (isOnMovingPlatform())
|
||||
{
|
||||
// Detener la caída y alinearlo con la plataforma
|
||||
state = standing;
|
||||
state = s_standing;
|
||||
vy = 0.0f;
|
||||
y = -h + map->getActorCollider(hookedOnMovingPlatform).y;
|
||||
y = map->getActorCollider(hookedOnMovingPlatform).y - h;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -298,9 +333,9 @@ void Player::move()
|
||||
if (hookedOnMovingPlatform != -1)
|
||||
{
|
||||
// Dejarlo alineado con la plataforma
|
||||
state = standing;
|
||||
state = s_standing;
|
||||
vy = 0.0f;
|
||||
y = -h + map->getActorCollider(hookedOnMovingPlatform).y;
|
||||
y = map->getActorCollider(hookedOnMovingPlatform).y - h;
|
||||
x += map->getActorIncX(hookedOnMovingPlatform);
|
||||
isOnMovingPlatform();
|
||||
}
|
||||
@@ -314,12 +349,14 @@ void Player::move()
|
||||
// Anima al jugador
|
||||
void Player::animate()
|
||||
{
|
||||
if (state != standing)
|
||||
if (living == l_dying)
|
||||
{
|
||||
// if (abs(vy) > 1.0f)
|
||||
{
|
||||
sprite->setCurrentAnimation("jump");
|
||||
}
|
||||
sprite->setCurrentAnimation("death");
|
||||
}
|
||||
|
||||
else if (state != s_standing)
|
||||
{
|
||||
sprite->setCurrentAnimation("jump");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -339,6 +376,11 @@ void Player::animate()
|
||||
// Comprueba si el jugador tiene suelo debajo de los pies
|
||||
bool Player::isOnFloor()
|
||||
{
|
||||
if (isOn == f_platform)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool onFloor = false;
|
||||
|
||||
updateFeet();
|
||||
@@ -347,6 +389,16 @@ bool Player::isOnFloor()
|
||||
{
|
||||
onFloor |= ((map->getTile(f) == wall) || (map->getTile(f) == passable));
|
||||
}
|
||||
|
||||
if (onFloor)
|
||||
{
|
||||
isOn = f_wall;
|
||||
}
|
||||
else
|
||||
{
|
||||
isOn = f_none;
|
||||
}
|
||||
|
||||
return onFloor;
|
||||
}
|
||||
|
||||
@@ -356,6 +408,12 @@ bool Player::isOnMovingPlatform()
|
||||
bool onMovingPlatform = false;
|
||||
hookedOnMovingPlatform = -1;
|
||||
|
||||
// Si esta sobre el suelo, no puede estar tambien sobre una plataforma movil
|
||||
if (isOn == f_wall)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
updateFeet();
|
||||
|
||||
for (auto f : underFeet)
|
||||
@@ -367,6 +425,11 @@ bool Player::isOnMovingPlatform()
|
||||
if (!onMovingPlatform)
|
||||
{
|
||||
hookedOnMovingPlatform = -1;
|
||||
isOn = f_none;
|
||||
}
|
||||
else
|
||||
{
|
||||
isOn = f_platform;
|
||||
}
|
||||
|
||||
return onMovingPlatform;
|
||||
@@ -375,31 +438,33 @@ bool Player::isOnMovingPlatform()
|
||||
// Comprueba si está situado en alguno de los cuatro bordes de la habitación
|
||||
bool Player::isOnScreenBorder()
|
||||
{
|
||||
bool success = false;
|
||||
border = b_none;
|
||||
|
||||
if (x < map->getPlayArea(b_left))
|
||||
{
|
||||
border = b_left;
|
||||
success = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
else if (x > map->getPlayArea(b_right) - w)
|
||||
{
|
||||
border = b_right;
|
||||
success = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
else if (y < map->getPlayArea(b_top))
|
||||
{
|
||||
border = b_top;
|
||||
success = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
else if (y > map->getPlayArea(b_bottom) - h)
|
||||
{
|
||||
border = b_bottom;
|
||||
success = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
return success;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Devuelve el valor de la variable
|
||||
@@ -451,11 +516,79 @@ int Player::checkActors()
|
||||
|
||||
if (name == a_diamond)
|
||||
{
|
||||
diamonds++;
|
||||
*diamonds = *diamonds + 1;
|
||||
JA_PlaySound(sound_coin);
|
||||
map->getItem(index);
|
||||
map->deleteActor(index);
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
// Recarga las texturas
|
||||
void Player::reLoadTextures()
|
||||
{
|
||||
texture->reLoad();
|
||||
}
|
||||
|
||||
// Devuelve el rectangulo que contiene al enemigo
|
||||
SDL_Rect Player::getRect()
|
||||
{
|
||||
return sprite->getRect();
|
||||
}
|
||||
|
||||
// Obtiene el rectangulo de colision del enemigo
|
||||
SDL_Rect &Player::getCollider()
|
||||
{
|
||||
return colliderBox;
|
||||
}
|
||||
|
||||
// Comprueba los estados de vida
|
||||
void Player::checkLivingState()
|
||||
{
|
||||
switch (living)
|
||||
{
|
||||
case l_alive:
|
||||
break;
|
||||
|
||||
case l_dying:
|
||||
if (sprite->animationIsCompleted())
|
||||
{
|
||||
living = l_dead;
|
||||
}
|
||||
break;
|
||||
|
||||
case l_dead:
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Establece el estado de vida del jugador
|
||||
void Player::setLivingState(e_living value)
|
||||
{
|
||||
living = value;
|
||||
}
|
||||
|
||||
// Obtiene el estado de vida del jugador
|
||||
e_living Player::getLivingState()
|
||||
{
|
||||
return living;
|
||||
}
|
||||
|
||||
// Obtiene algunos parametros del jugador
|
||||
player_t Player::getSpawnParams()
|
||||
{
|
||||
player_t params;
|
||||
|
||||
params.x = x;
|
||||
params.y = y;
|
||||
params.vx = vx;
|
||||
params.vy = vy;
|
||||
params.state = state;
|
||||
params.flip = sprite->getFlip();
|
||||
|
||||
return params;
|
||||
}
|
||||